Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 03-26-2018, 12:35 AM   #11
evileeyore
Banned
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: Magic: Applying skill penalties to reduce fatigue costs?

Quote:
Originally Posted by Bicorn View Post
Magic, second edition, p. 119. "Time, Energy and Cost Tradeoffs".
Dang it. I just reskimmed the book right before posting and somehow missed that page.


Anyway, my house rules were based on the the rules from Magic 3e (second edition) and GURPS Basic 3e and something Kromm or PeeKitty wrote a million years ago (the -4 per FP came from one of them if I recall correctly) and then maybe got adjusted for 4e sensibilities (I don't remember if 3e had the same progression for Taking Extra Time or not).
evileeyore is offline   Reply With Quote
Old 03-28-2018, 09:51 AM   #12
Dustin
 
Dustin's Avatar
 
Join Date: Oct 2004
Location: The former Chochenyo territory
Default Re: Magic: Applying skill penalties to reduce fatigue costs?

I've been using a similar houserule for years, with good results. To make it easier, I just made all the skill penalties -3.

Rule of Three for spellcasting: -3 to spell skill for each:
  • Halving of casting time (round up, minimum 1 second),
  • Reduction of energy required by 1,
  • Casting without chanting, or
  • Casting without arcane gestures.
More at https://thorsgrumblings.blogspot.com...rps-magic.html
__________________
My gaming blog: Thor's Grumblings
Keep your friends close, and your enemies in Close Combat.
Dustin is offline   Reply With Quote
Old 03-28-2018, 10:53 AM   #13
GodBeastX
 
GodBeastX's Avatar
 
Join Date: Dec 2008
Location: Behind You
Default Re: Magic: Applying skill penalties to reduce fatigue costs?

I wonder if there is no rule for it because it's sort of baked into magic as it is? Considering base skill lowers energy cost, isn't that double dipping in a sense?

What I mean is, 20 skill lowers the spell cost by 2. If you then say -5 conveys a -1 to Energy Cost wouldn't that mean that raising your skill to 20 now effectively doubles the fatigue lowering effects?

Now i know that 20 allows for other modifiers, and I'm down with that, it's just something that feels "off" about the fact base skill gives SP benefits and skill penalties also give SP benefits.

I'd probably replace the rule of cost reduction on skill with the subtracting skill to lower cost house rules myself.
__________________
RPG Jutsu.com - Ninjas Play GURPS
GodBeastX is offline   Reply With Quote
Old 03-28-2018, 01:56 PM   #14
evileeyore
Banned
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: Magic: Applying skill penalties to reduce fatigue costs?

Quote:
Originally Posted by GodBeastX View Post
I wonder if there is no rule for it because it's sort of baked into magic as it is? Considering base skill lowers energy cost, isn't that double dipping in a sense?
Which is why in my house rules post it says:

"High skill no longer reduces casting time, ritual requirements, or Fatigue cost."
evileeyore is offline   Reply With Quote
Old 03-29-2018, 08:23 AM   #15
Edges
 
Edges's Avatar
 
Join Date: Nov 2009
Location: GMT-5
Default Re: Magic: Applying skill penalties to reduce fatigue costs?

I've used a house rule [MoS/5 (round down) = Energy cost reduction]. I preferred it to taking a penalty as I find that minimizing pre-rolling decisions quickens game pace. Three years of play-testing have been successful. Change "5" to another number to taste.

Incidentally, I've also applied this principle to Deceptive Attack with much success (though I have tweaked the numbers a little). Multiple players have called it their favorite house rule.
Edges is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:03 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.