About recovery and CP cost of ER (Magical)
I have a few doubts about Energy Reserves (Magical) cost and methods to recover it that rised when I read some posts on the forums and Reddit.
So, I already know from Powers that Energy Reserves (Magical) counts as a Abilities Only limitation, for -10%. That being said, how do I calculate the total cost of my ER? For example, 10 ER points would cost 27 (2.7 * 10) or full 30 CP? In the case it costs the full 30 CP, whats the advantage? I read on Reddit that the default FP recover and the Recover Energy spell affect both FP and ER, effectively recovery 2 points at a time. Is that true? If so, where it's written? If it's true, the same applies for Regeneration (FP Only)? Or do I have to buy Regeneration (ER Only) as a separate advantage/enhancement? |
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For the regen, and afaik, -They both recover independently, each at their own speed. -Recover Energy work on both (if the ER is magical) -Fit doesn't help ER -Regeneration(fp only) and Regeneration(ER only) are separate, neither work on the other. Same with Leech -DR(absorption, heal only) : you can heal hp, fp -and ER(magical) if the DR(absorption) is itself magical Full details in Gurps:Power, p119 and Gurps:Thaumatology p50 (for the recover energy) |
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I completely missed these details on GURPS Powers, lol. Thanks guys.
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Which I don't believe exist in the default magic system (assumed, since recover energy is in play). Except maybe adjustable spells in Thaumatology, but I would allow spending 'ability only' energy for those myself. So, in this case, you can safely take the cost reduction. Edit : I forgot about the perk "mighty spell" in Thaum-magical syles. Extra effort for spells, but "you can’t pay it from Energy Reserves," so... |
Re: About recovery and CP cost of ER (Magical)
Side note... something I've considered is allowing Fit/Very Fit and Breath Control to work with ER (Heroic Reserves)*.
Also as mentioned, most genre treatments do not apply Abilities Only to ER. * ER for non-magical FP expenditures. |
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Edit: and then somehow I got the idea I was responding to the OP in this post. I'm having an off day. |
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But I assumed not since he mentionned the spell 'recover energy' And rereading what I wrote ... if there is no way to stunt or use extra-effort, is the -10% for abilities only a valid limitation ? If there are (or may be in the future) powers taken with the magical power source, sure. But if only the standart spells are in play ? |
Re: About recovery and CP cost of ER (Magical)
Kind of tangential, but in a long-running fantasy game, I assume that most Master Enchanters have ER 30, with limitations to bring the cost down to just 18 points, like Enchantment Only (-30%), Day/Night Only (-20%), Granted by Familiar (-40%), and Gadget: Wand (around -40%). Even with the expected social advantages, wealth and status, this works out to around 150 character points for such an enchanter (with similar limitations on Magery itself). Taking the assumption from GURPS Magic that quick enchantment is typically done by a circle of 6 enchanters, that puts 250 energy - good for Accuracy +1, Puissance +1, and Penetrating Blade (2) - within reach, maybe with a little stretch courtesy of powerstones. Which makes enchantment of this grade way cheaper, but in my experience, the ready commercial availability of +1 swords doesn't break anything.
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If the disadvantage will never be applied because of setting switches it is not a disadvange and gains you no points. |
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Magical, -10% could be applied though if the character can't recover the ER in no mana areas.
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Be very careful sticking power modifiers on Energy Reserve. In general, you shouldn't. Almost all modifiers permitted on ER concern one of two things: (1) what the ER can be used for (e.g., just one power of a given source, just abilities, or just extra efforts and stunts), or (2) conditions on recharge (slowly, only under special circumstances, etc.).
Something like ER (Magical) or (Psionic) is already limited to powering magic or psionics, so you can't get a discount for it only working with magic or psionics. The reason why you pay 3 points/level for ER just as you do for FP is that while FP works with anything and thus is more broadly useful, ER can't be drained, has no bad effects on your health when low, and recharges no matter what you do. Those benefits are considered sufficient to balance the drawback of being limited to one power source. There are older GURPS books that suggest things like Fatigue Points bought with limitations like "Magic only, -20%" or "Psionics only, -20%." That's fine . . . it amounts to buying an ER that can be drained, recharges only when FP would drain, and so on. It isn't a vey good deal, really, but it's legitimate. However, those limitations ("Magic only," "Psionics only," etc.) aren't valid for Energy Reserve, which already has such a limitation built in. They're also not power modifiers. |
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Does counteracting that -20% from older books mean that the combined benefits of "doesn't need rest to recover" and "doesn't cause penalties when low" is worth +20%?
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Re: About recovery and CP cost of ER (Magical)
Perhaps another approach might be to define basic FP's 3 points in terms of those benefits (like threshold for automatic unconsciousness) and defined its regeneration as a "requires rest" form of Regeneration, ignoring the usual guidelines of not being able to buy low-level versions of Regeneration for FP Only.
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Re: About recovery and CP cost of ER (Magical)
Especially considering that you could purchase ER 6 for 18 CP, which recharges 1 ER/10 minutes, so you get six times the benefit of that level of FP regeneration for less cost.
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