06-24-2018, 01:38 PM | #1 |
Join Date: Jan 2017
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Your alternatives for the Recover Energy "spell"
So the Recover Energy spell doesn't feel like a spell at all. I mean you don't roll against it at all. As is, I'd call it an advantage. I saw during searching that long ago there was a thread that has player alternatives for it. I was wondering what people have done with the spell or have done instead of the spell.
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06-24-2018, 03:06 PM | #2 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Your alternatives for the Recover Energy "spell"
Use Threshold Magery with a high Threshold of 30-50 and a very high Recovery Rate of 45-75. For a lower powered game, I might go with a Threshold of 15 and a Recovery Rate of 15, with Recovery happening every 6 hours at dawn, noon, dusk, and midnight.
Getting rid of the extremely weird Recover Energy spell is another benefit of Threshold magery over fatigue magery in my opinion.
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06-24-2018, 03:56 PM | #3 | |
Join Date: Aug 2004
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Re: Your alternatives for the Recover Energy "spell"
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06-24-2018, 07:18 PM | #4 |
Join Date: Feb 2016
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Re: Your alternatives for the Recover Energy "spell"
I got rid of Recover Energy a long time ago myself. If I use standard mage, I allow mages to recover spent FP with Breathe Control (it only says that it cannot be combined with magical FP recovery abilities, not that it cannot be used to recover FP spent on spells). It forces mages to broaden their capabilities some and allows mages in low mana regions to be more functional.
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06-24-2018, 10:10 PM | #5 |
Join Date: Mar 2013
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Re: Your alternatives for the Recover Energy "spell"
Your right in that Recover Energy probably isn't a spell, but classing it as one is probably the simplest way to handle it. Realistically it's probably a skill but one usable by Mages only, so calling it a spell is good enough.
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06-25-2018, 01:08 PM | #6 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Your alternatives for the Recover Energy "spell"
If someone were to say "Hey Hal, let's fix this spell" I'd probably go this route:
Spell costs 1 energy to cast, and lasts 1 hour. Roll versus skill - on a normal success, caster recovers fatigue at normal rate and gains 2 extra fatigue at the end of the spell. Thus, at the normal rate of recovery, 1 point per 10 minutes, an hour's worth of recovery is worth 8 fatigue. Contrast this with normal rules, and an hour's rest would normally get back 12 energy, not 6. A success by 3 roll, results in gaining energy back at twice normal. Ie, 2 every 10 minutes (not one every 5 minutes!). This grants the normal bonus as written. A crit success will result in gaining energy at 3 times normal. Ie 3 every 10 minutes. As for failures? No energy above that normally gained through resting. A crit failure? Hmm, here's a chance to be creative. Instead of regaining energy normally, caster loses DOUBLE energy fatigue for the remainder of 24 hours. Or how about "Caster is possessed by a demon who invades his sleep every time he tries to sleep - caster gets NO rest nightly and will eventually die" (Note: I might make it a "Roll a Save vs WIll: failure means possession, success means the demon hangs about and siphons off the extra fatigue for the next 24 hours) Placing the sleeper in a pentagram won't work, because the demon is inside of him. He might not even be ABLE to pass through a pentagram. Subjecting the caster to the spell PEACEFUL SLEEP might do the trick, but then he'd be subject to nightmares again every night the spell is not cast. It would require an exorcism to remove that offensive possession - which necessitates an adventure to help the poor schlep. As an implication? Casting the Recover Energy spell inside a pentagram is the only way to avoid the possibility of being possessed, or temporarily possessed. Hmmm. I might actively use this... :) |
06-25-2018, 01:15 PM | #7 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Your alternatives for the Recover Energy "spell"
Generally, my "alternative" involves calling it a skill that magery adds to. (as opposed to a spell with prereqs covered by ritual magic skills).
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06-25-2018, 06:08 PM | #8 |
Join Date: Jun 2006
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Re: Your alternatives for the Recover Energy "spell"
Honestly I think it's a learnable advantage. After all it's not like skill level *matters*, you never roll against it. It's basically a variant of Fit - something like Fit (Cosmic (works on fatigue lost to magic too) +50%, Magic -10%, Not Hard to Kill or Subdue -50%) If your "skill" isn't high enough for it to work in Low mana, then I suppose you'd bump Magic to a slightly higher limitation.
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06-25-2018, 06:26 PM | #9 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Your alternatives for the Recover Energy "spell"
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