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Old 08-19-2013, 03:32 PM   #31
kirbwarrior
 
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Default Re: Very Fit and Spell Fatigue

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Originally Posted by lexington View Post
...kung-fu masters using chi powers...
There are a few things I want to point out, but the above seems the most important. Since we are talking about supernatural abilities, when it comes to mechanics the labels don't matter (flavor decides that). Is there a way to let VF affect Chi powers? Can we use that same reasoning for Magic?

As for what you said about setting, it's important to understand how the system works that you are running your setting in, then modifying the system to work. IMO I'd rather have Fit and Very Fit work on all FP, then have modifiers that remove it for certain abilities, or have a good reason why it doesn't affect certain FP (which it might) and then have a clear cut way to fix that. If a GM wants mages to not be in fit condition by default, then making other things more attractive is simple. VF for [30] is pricey, and any mage might rather get ER or more HT or FP, but some mages might like having VF, and would like it to affect all FP.

Mind, I don't think spells should cost half so easily, but I've had it in Magic-As-Powers that all spells you buy off half the FP cost if you have VF (VF then acts as a prerequisite).

Lastly, gurps actually is a system about breaking assumptions (from what I've seen) of untrue things. As someone said upboard, mages might take it because it's how you magic well. It might be why there are old mages. And spry old mages show up all the time in fiction.

I'm not stating that Fit and Very Fit are fairly priced at [5] and [15] if they help mages. Rather, I think there is a fair price for them to do so. If VF was naturally [30], and had a special limitation 'Mundane FP only -50%', then non mages would take the weaker version, and modern characters might be allowed to only take the weaker version.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 08-19-2013, 04:26 PM   #32
Ze'Manel Cunha
 
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Default Re: Very Fit and Spell Fatigue

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Originally Posted by kirbwarrior View Post
Is there a way to let VF affect Chi powers? Can we use that same reasoning for Magic?
Basic, Characters, p.55

Very Fit:
As above, but the bonus to HT rolls is +2.
In addition, you lose FP at only half the normal rate.


***

Now, how does that help any mage or anyone else whatsoever recover FP?
Ever?
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Old 08-19-2013, 05:09 PM   #33
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Default Re: Very Fit and Spell Fatigue

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Originally Posted by Ze'Manel Cunha View Post
Basic, Characters, p.55

Very Fit:
As above, but the bonus to HT rolls is +2.
In addition, you lose FP at only half the normal rate.


***

Now, how does that help any mage or anyone else whatsoever recover FP?
Ever?
Gurps fatigue is just a crapshoot anyway. It seems completely arbitrary that fatigue is the energy source of magic but somehow doesn't recover like other fatigue.. I say hand waive it and say it does help.
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Old 08-19-2013, 05:19 PM   #34
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Default Re: Very Fit and Spell Fatigue

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Originally Posted by LemmingLord View Post
Gurps fatigue is just a crapshoot anyway. It seems completely arbitrary that fatigue is the energy source of magic but somehow doesn't recover like other fatigue.. I say hand waive it and say it does help.
Which other fatigue? Combat fatigue, marathon runner fatigue, sleep deprivation fatigue, freezing fatigue, or starvation fatigue? Because you know they all recover differently.
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Old 08-19-2013, 05:26 PM   #35
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Default Re: Very Fit and Spell Fatigue

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Which other fatigue? Combat fatigue, marathon runner fatigue, sleep deprivation fatigue, freezing fatigue, or starvation fatigue? Because you know they all recover differently.
all fatigue other than magic and supernatural according to RAW. :D
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Old 08-19-2013, 05:32 PM   #36
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Default Re: Very Fit and Spell Fatigue

Nope. You get back fatigue from hunger by eating, not resting. It doesn't really have a rate.
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Old 08-19-2013, 06:49 PM   #37
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Default Re: Very Fit and Spell Fatigue

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Originally Posted by lexington View Post
The introduction of ER solves the problem, IMO.
Magic, p. 15, states Fatigue Points may be bought with the limitation "Usable only for spellcasting," worth -10%, which also solves the problem, IMO. Energy Reserve, for those with Powers or another source, does work a little better, though.

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Originally Posted by Otaku View Post
If it is a matter of Fit/Very Fit not being priced appropriately... then instead of making them not work how they logically should (given the explanation and description), why not just increase their cost accordingly or come up with a better justification that won't imply other benefits?
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Old 08-20-2013, 06:05 AM   #38
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Default Re: Very Fit and Spell Fatigue

Seems much more intuitive to track magic pool off IQ or Will. Accords with more fantasy 'literature' as well. Raistlin should have a bigger pool than Caramon (sp?).

Also dislike the idea of separate tracks for FP recovery. You don't do it for HP.

That's how I'd house-rule it, anyway, for what it's worth.
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Old 08-20-2013, 10:55 AM   #39
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Default Re: Very Fit and Spell Fatigue

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Originally Posted by Vynticator View Post
Seems much more intuitive to track magic pool off IQ or Will. Accords with more fantasy 'literature' as well. Raistlin should have a bigger pool than Caramon (sp?).
He doesn't though. He was written as his magic use putting a strain on his frail body, even though that wasn't justified by the actual game mechanics.
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Old 08-20-2013, 11:59 AM   #40
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Default Re: Very Fit and Spell Fatigue

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He doesn't though. He was written as his magic use putting a strain on his frail body, even though that wasn't justified by the actual game mechanics.
I interpreted that more as spell casting having a backlash effect, in addition to whatever "mana" cost it had (in Raistlin's case, Vancian spell memorization slots). It was also more of a backstory element for him, to explain why Constitution was his dump stat.

As for having a separate IQ-based "mana pool" for spell casting, I feel like that might give too much of a freebie to mages. They're already likely to have higher IQ than HT, meaning a bigger starting pool. Plus, they can exert themselves without sacrificing spell power, and cast spells without becoming fatigued. This is fitting for many fictional mages, but shouldn't be given for free. They should just buy an ER, perhaps capped at IQ+Magery (or plus a multiple of Magery, if you want it to have more impact).

Last edited by vierasmarius; 08-20-2013 at 12:04 PM.
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