Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   About recovery and CP cost of ER (Magical) (https://forums.sjgames.com/showthread.php?t=162456)

Biscuri 03-11-2019 12:34 AM

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?

RyanW 03-11-2019 01:24 AM

Re: About recovery and CP cost of ER (Magical)
 
Quote:

Originally Posted by Biscuri (Post 2247823)
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 can't answer the other (have used ER only briefly, and not at all recently), but on this one I can help. Leveled advantages take modifiers to their total cost, so it would be 27. Or, if you prefer, it is 2.7 per level and the total cost rounded if necessary. The latter can be a useful way of considering it if you don't know what level will be taken when you're doing the calculation.

Celjabba 03-11-2019 02:42 AM

Re: About recovery and CP cost of ER (Magical)
 
Quote:

Originally Posted by Biscuri (Post 2247823)
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?

As RyanW said for the cost.

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)

Biscuri 03-11-2019 02:59 AM

Re: About recovery and CP cost of ER (Magical)
 
I completely missed these details on GURPS Powers, lol. Thanks guys.

RyanW 03-11-2019 11:15 AM

Re: About recovery and CP cost of ER (Magical)
 
Quote:

Originally Posted by Biscuri (Post 2247823)
So, I already know from Powers that Energy Reserves (Magical) counts as a Abilities Only limitation, for -10%.

If any of the extra effort or FP costing stunt options are available, it makes sense that ER might lack Abilities Only.

Celjabba 03-11-2019 11:41 AM

Re: About recovery and CP cost of ER (Magical)
 
Quote:

Originally Posted by RyanW (Post 2247894)
If any of the extra effort or FP costing stunt options are available, it makes sense that ER might lack Abilities Only.

The difference between ER(Magical) and ER(Magical, abilities only-10%) is the ability to power magical extra effort or magical stunt.
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...

evileeyore 03-11-2019 01:14 PM

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.

RyanW 03-11-2019 04:52 PM

Re: About recovery and CP cost of ER (Magical)
 
Quote:

Originally Posted by Celjabba (Post 2247905)
The difference between ER(Magical) and ER(Magical, abilities only-10%) is the ability to power magical extra effort or magical stunt.
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.

Sorry, somehow I got the idea you were using Powers to build magically abilities as advantages.
Edit: and then somehow I got the idea I was responding to the OP in this post. I'm having an off day.

Celjabba 03-11-2019 05:01 PM

Re: About recovery and CP cost of ER (Magical)
 
Quote:

Originally Posted by RyanW (Post 2247973)
Sorry, somehow I got the idea you were using Powers to build magically abilities as advantages.

Maybe that's the case, I don't know what the OP want to do.
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 ?

Gef 03-11-2019 07:21 PM

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.

Kax 03-11-2019 09:14 PM

Re: About recovery and CP cost of ER (Magical)
 
Quote:

Originally Posted by Celjabba (Post 2247978)
Maybe that's the case, I don't know what the OP want to do.
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 the disadvantage will never be applied because of setting switches it is not a disadvange and gains you no points.

edk926 03-11-2019 09:23 PM

Re: About recovery and CP cost of ER (Magical)
 
Magical, -10% could be applied though if the character can't recover the ER in no mana areas.

Kelly Pedersen 03-12-2019 12:19 PM

Re: About recovery and CP cost of ER (Magical)
 
Quote:

Originally Posted by edk926 (Post 2248014)
Magical, -10% could be applied though if the character can't recover the ER in no mana areas.

This would also imply that your Energy Reserve was vulnerable to magical countermeasures. So someone could cast Dispel Magic on you, and eliminate your ER. I'd probably rule in those cases that the ER vanishes for the duration of the cancelling ability or spell, and when the duration ended, your ER would be empty and you'd have to refill it normally.

Kromm 03-12-2019 12:59 PM

Re: About recovery and CP cost of ER (Magical)
 
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.

Plane 03-14-2019 12:57 PM

Re: About recovery and CP cost of ER (Magical)
 
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%?

Anthony 03-14-2019 01:13 PM

Re: About recovery and CP cost of ER (Magical)
 
Quote:

Originally Posted by Plane (Post 2248502)
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%?

It's actually three benefits, not two, and one drawback:
  1. Good: Doesn't increase the threshold (1/3fp) for being 'very tired'.
  2. Good: separate recovery (it recovers in addition to normal fp)
  3. Good: automatic recovery (it recovers regardless of actions taken)
  4. Bad: doesn't increase the threshold (-1xFP) for automatic unconsciousness.

Plane 03-14-2019 03:31 PM

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.

Anthony 03-14-2019 03:47 PM

Re: About recovery and CP cost of ER (Magical)
 
Quote:

Originally Posted by Plane (Post 2248528)
ignoring the usual guidelines of not being able to buy low-level versions of Regeneration for FP Only.

The main problem with low level versions of regeneration for FP is that they're useless; 25 points for +1 fp/hour is not impressive.

AlexanderHowl 03-14-2019 05:09 PM

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.


All times are GMT -6. The time now is 12:11 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.