05-14-2016, 07:23 PM | #21 |
Join Date: Nov 2012
Location: Australia WA
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Re: Sorcery: replacing fatigue cost with something else?
This is why I tend to give players 10 levels of any Energy Reserve when they purchase the first level, if it isn't a campaign feature that everyone has at 10 to begin with. Limiting your character should never cost points.
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05-16-2016, 09:06 AM | #22 |
Join Date: Jun 2013
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Re: Sorcery: replacing fatigue cost with something else?
That's the same thing as saying "Sorcery comes with a free heap of ER." Personally, I'd prefer adding in ER that everyone can use, at least to some extent, and simply have sorcerers have more uses for it (much as FP is already).
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05-16-2016, 09:42 AM | #23 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Sorcery: replacing fatigue cost with something else?
Well, it's not so much "balance reasons" as that it will make sorcery feel less like magic and more like a super-power. Basically, without that 1 FP cost, there's zero "resource management" involved in sorcery; a sorcerer can cast spells nonstop, all day long, without wearing out. That's why I think just using Alternative Rituals is the best move; because that way they have other drawbacks that keep it all feeling more "sorcerous."
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
05-16-2016, 05:51 PM | #24 |
Join Date: Sep 2004
Location: Montréal, Québec
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Re: Sorcery: replacing fatigue cost with something else?
Using Alternative Rituals and Energy Reserve Only probably works, points-wise. Basically, no Sorcerer needs an ER, but it's good in emergencies.
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05-17-2016, 12:57 PM | #25 | |
Join Date: Mar 2015
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Re: Sorcery: replacing fatigue cost with something else?
Quote:
P.S. Suprised you never brought up my issue with Energy Reverse costing more than not having any limitation at all. |
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05-17-2016, 02:07 PM | #26 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Sorcery: replacing fatigue cost with something else?
Quote:
I acknowledge that in some cases the savings from the base Costs Fatigue limitation won't offset the extra FP or ER that you buy to support it, which is why some people house-rule a higher limitation value for Costs Fatigue. Personally, it might have been simpler had Fourth Edition taken a GURPS Magic approach and ruled that all active advantages cost fatigue to use, then charge an expensive enhancement to remove it. But (A) no point in contemplating that now and (B) that would probably have its own balance issues.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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05-17-2016, 04:37 PM | #27 | |
Join Date: Sep 2004
Location: Canada
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Re: Sorcery: replacing fatigue cost with something else?
Quote:
But they're not GURPS :)
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