04-23-2024, 01:51 AM | #1 |
Join Date: Sep 2004
Location: Orem, Utah, USA
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Sorcery Techniques for Hard Core Improvization
Page 7 of Thaumatology Sorcery has rules for attempting to improvise spellcasting if a spell's point cost is greater than the characters levels in Sorcerous Empowerment but less than the points put into the advantage. The attempt requires a roll vs Will+Talent or a Will based Thaumatology roll at penalties that increase as the spells cost approaches the cost of the Sorcerous Empowerment advantage. Would it unbalance things to allow a character to use a Hard Technique to offset the penalty? Obviously, you couldn't create a generic list of Techniques for the spells as the penalty is dependent on the points into the Sorcery advantage and the maximum level for the Technique would be the cost of the spell as a learned spell. An advantage of this would be the ability for a character to learn spells in a way that permits gradual improvement over time.
So, playable idea or will it unbalance the Sorcery system? |
04-23-2024, 04:15 AM | #2 |
Join Date: Jun 2013
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Re: Sorcery Techniques for Hard Core Improvization
My own inclination would be to divorce this from the Technique system and instead divide the cost of the Spell as a Known Spell from 10; every [1] invested in that spell negates this amount of penalty. So for a Spell with a full value of [25] and thus a value of [5] as a Known Spell, every [1] negates up to -2 of the penalty. One with a full value of [50], and thus [10] as a Known Spell, would have every [1] negate -1. And so forth. Honestly it would probably be alright to make this a bonus, as that extra FP and Will roll aren't even necessary when it's a Known Spell.
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04-23-2024, 09:10 AM | #3 |
Join Date: Sep 2007
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Re: Sorcery Techniques for Hard Core Improvization
It's already a zero-cost enhancement on the whole sorcery shebang, proposed for playability and storytelling reasons. I think offering such a technique might, indeed, be unbalancing.
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04-23-2024, 09:14 AM | #4 |
Join Date: Nov 2004
Location: Germany
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Re: Sorcery Techniques for Hard Core Improvization
Extra Will is [5]. Extra Will (-xx%, Limitation: only for Hardcore Improvisation) would make it even cheaper (not sure by how much), plus you wouldn't have the bookkeeping on various techniques.
I think Sorcery techniques would make it more complicated, and even more expensive in the long run.... |
04-23-2024, 10:08 AM | #5 | ||
Join Date: Jun 2013
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Re: Sorcery Techniques for Hard Core Improvization
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04-23-2024, 10:15 AM | #6 |
Join Date: Sep 2007
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Re: Sorcery Techniques for Hard Core Improvization
Yes, in form, but Extra Effort doesn't normally let you create a new Alternate Effect. It's allowed for Sorcery because you already have your little improvised spells, and you already have a lot of alternate effects. So the aggregate value isn't huge, but it is a freebie.
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04-23-2024, 10:55 AM | #7 | |
Join Date: Nov 2004
Location: Germany
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Re: Sorcery Techniques for Hard Core Improvization
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*It was Jason "PK" Levine. Edit again - Levine wrote Sorcery, but the question was indeed answered by Rice: https://forums.sjgames.com/showpost....11&postcount=2 Last edited by Silverblade; 04-23-2024 at 11:05 AM. Reason: Found authors name |
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04-23-2024, 03:41 PM | #8 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Sorcery Techniques for Hard Core Improvization
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04-23-2024, 04:11 PM | #9 |
Join Date: Sep 2007
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Re: Sorcery Techniques for Hard Core Improvization
Well, in my view, it's the risk and effort that make that kind of thing (somewhat) balanced in the first place. It's already advantageous toward characters with broad power concepts. Captain Fireball might be able to "default" fire powers, but a sorcerer can do a lot of things. As I said before, this imbalance is mainly mitigated by sorcerers already paying for a lot of flexibility.
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sorcery |
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