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Old 03-03-2021, 10:39 PM   #41
Plane
 
Join Date: Aug 2018
Default Re: Replacing FP costs to cast spells

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Originally Posted by Rupert View Post
I would say that there's a set-up and put-down time cost that when you work in hour long units can be ignored, but when you're picking up the job for only 10 minutes at a time starts really eating into productivity.

As for why you stop at 6FP - for the average person with 10FP, -6FP is just above the 'less than 1/3rd FP' point where you are at 1/2 move and dodge. Thus it's just before the point where your average enchanter starts feeling completely wiped out. That's a good place to stop and recover.

Thus for most people 6FP per session is the sweet spot between keeping start and stop losses to a minimum and not completely exhausting yourself meet.
Makes sense, I guess I like the gritty idea that someone with merely 5 FP could only spend 3 FP to avoid that risk by doing half-hour sessions.
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Old 03-04-2021, 01:28 AM   #42
Rupert
 
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Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Replacing FP costs to cast spells

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Originally Posted by Plane View Post
Makes sense, I guess I like the gritty idea that someone with merely 5 FP could only spend 3 FP to avoid that risk by doing half-hour sessions.
They probably can, but the rules (reasonably, in my opinion), assume enchanters will have 6+ FP and thus can afford to work hour-long stretches.
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