10-26-2010, 06:24 PM | #1 |
Join Date: Oct 2010
|
Curse of the Magi
In dragonlance for ad&d there is drawback to using magic, when a mage casts a spell he can become fatigued. in gurps this is done via fatigue point cost but does anyone have any other ideas on how to deal with the cost of magic for the caster?
|
10-26-2010, 06:31 PM | #2 |
Join Date: Nov 2007
Location: Brazil
|
Re: Curse of the Magi
That somehows resemble Very Low Mana...
In which the caster has -10 to cast and must spend 1 FP every time he casts a spell... If this is a general on your gameworld, I suggest you assume everyone needs to spend 1 FP in order to make a spell work, but without the -10 penalty unless it's really a Very Low Mana world. Anyway, if I may speak my mind, although I understand the need to spend FP on Very Low Mana, I think this cost for general mana is useless since spells already cost FP or ER for the magi, which may be already what you need. Hope it helps...
__________________
Current Playing: Gurps Fantasy. Current GMing: DnD 3.5 on an original setting. Planning a GURPS Sci-Fi Campaign. |
10-26-2010, 07:11 PM | #3 | |
Join Date: Dec 2007
|
Re: Curse of the Magi
Quote:
You mean like fright checks? |
|
10-26-2010, 09:44 PM | #4 |
Join Date: Oct 2004
Location: The former Chochenyo territory
|
Re: Curse of the Magi
If you're looking for a more severe cost, you can require the use of an energy pool instead of Fatigue Points, and then dictate recovery for the energy pool as being slower or requiring rituals to recharge. There's also Threshold-Limited magic from GURPS Thaumatology (a pre-4e version is available here) which can be tuned to an interesting array of possible limitations on magic use.
__________________
My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
Tags |
magic |
|
|