08-30-2010, 07:34 AM | #11 |
Join Date: Sep 2004
Location: Canada
|
Re: DF and Threshold-Limited Mana
The problem I see with running Threshold magic with shorter recovery times and/or bigger recovery rate is it starts (rapidly) looking like the standard mana system, just with bigger starting numbers and the additional option of blowing the top off your mana pool and causing calamities. . . which means that mages have a lot of extra energy available, and periodically can blow themselves up, but don't have significant restrictions added to balance out the additional power gain.
If you cut down the starting threshold to balance out increased rate of recovery, it looks even MORE like the standard magic system, and I think it's simpler just to stick with the original instead, at that point.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
08-30-2010, 07:49 AM | #12 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
|
Re: DF and Threshold-Limited Mana
Quote:
Amazing how shy players are about using that "free" 0 thresh ambient energy. ;) Sometimes it's for thematic reasons, many settings don't have mages using their own FP, it isn't about power levels, it's about the setting. |
|
08-30-2010, 09:27 AM | #13 | |
Join Date: Aug 2007
Location: Boston, Hub of the Universe!
|
Re: DF and Threshold-Limited Mana
Quote:
With Threshold-based, they're never really completely drained (since they can always push the threshold just a bit more), and it recovers so slowly that might not be able to take the time out to rest back up to max. Also, the calamities add excellent roleplaying potential. In the DF game I ran when I switched the mage and cleric over to Threshold-based, there were several instances where after a big fight, instead of resting they quickly patched everyone up, smirked at the cleric's new phobias or deformities from exceeding his threshold, and moved on deeper into the mountain.
__________________
Demi Benson Last edited by DemiBenson; 08-30-2010 at 10:05 AM. |
|
08-30-2010, 09:33 AM | #14 | |
Join Date: Aug 2007
Location: Boston, Hub of the Universe!
|
Re: DF and Threshold-Limited Mana
Quote:
Personally, I really like Threshold magic and how it changes the game - it makes mages more "real" and less like a video game, and gives mages a resource to manage like warriors counting arrows.
__________________
Demi Benson |
|
08-30-2010, 09:34 AM | #15 | |
Join Date: Aug 2007
Location: Boston, Hub of the Universe!
|
Re: DF and Threshold-Limited Mana
Quote:
__________________
Demi Benson |
|
08-30-2010, 09:53 AM | #16 | |
Join Date: Oct 2005
Location: The Fine Line Between Black and White
|
Re: DF and Threshold-Limited Mana
Quote:
I like to think it scares the sh*t out of my teammates something awful because I basically had to rend my soul asunder to gain that power, and I did it twice. My character is a complete idiot concerning most things. He's the moron who'll read the book what ought not be read, or touch the gem what ought not be touched (gets the plot moving) and he's the one summoning the world ending spells. The fact that the worst of it isn't even the spells themselves adds loads of fun to the mix.
__________________
. ( )( ) -This is The Overlord Bunny o(O.o)o -Master of Bunnies O('')('') -And Destroyer of the Hasenpfeffer "This is the sort of relatively small error that destroys planetary probes." ~Bruno |
|
08-30-2010, 11:33 AM | #17 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: DF and Threshold-Limited Mana
How about using it only for clerics and druids - 'divine' casters, as it were? Would that unbalance the game precariously?
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
08-30-2010, 12:47 PM | #18 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: DF and Threshold-Limited Mana
I don't see how, Thaumatology addresses this to some extent, in fact. It wouldn't be appropriate for a GURPS version of Athas, though. Preserving/Defiling is an arcane thing.
|
08-30-2010, 01:48 PM | #19 |
Join Date: Sep 2004
Location: Canada
|
Re: DF and Threshold-Limited Mana
I'm not surprised at all. It's like any casting in Twisted Mana, or spending HP to cast - nobody likes being kicked in the nuts for their core character basic abilities.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
08-30-2010, 03:34 PM | #20 | |
Join Date: Jan 2006
|
Re: DF and Threshold-Limited Mana
Quote:
I've toyed with the idea of using something like TH10\RR10 (approx normal magic) with stuff like paut to allow for thresh reduction on the fly. More fun if "paut" is a selection of varied drugs/potions/elixirs/rituals that are addictive and/or cumulatively poisonous and/or expensive and/or side effect-y and/or slow acting. DF has major themes including resource management, collecting weird crap for the plusses, and risk management, and this approach would add a lot of it. If done right, it could also spray ambiance around liberally: "OK guys, my mystical energies are drained. Luckily, if I mix that manticore's crushed spleen into a bottle of my Ol' Janx Spiritous Essence I should be ready to go again. If you see my eyes start glowing red, however, knock me out and exorcise me before letting me go." That said, I wouldn't use the normal calamity table for non-wizards. Priests would get penance and other religiously themed problems for example. |
|
Tags |
dungeon fantasy, magic, thaumatology |
|
|