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-   -   [Sorcery] Threshold variant (https://forums.sjgames.com/showthread.php?t=170890)

Anders 10-28-2020 05:46 AM

[Sorcery] Threshold variant
 
Thinking about a Threshold variant of Sorcery. This variant uses FP for routine castings - learned spells and normal improvisation - but hardcore improvisation adds to your Threshold. What do you think?

Rupert 10-28-2020 05:50 AM

Re: [Sorcery] Threshold variant
 
That it will strongly incentivise having a very high Will+Talent (or Thaumatology) level, so as to avoid needing to spend lots of FP (Threshold) countering the penalties on hardcore improvisation. It'll also encourage those without lots of Will or skill to save such stunts for times when they really need it.

How much Threshold and how fast it regenerates will be crucial to getting the right feeling, of course.

AlexanderHowl 10-28-2020 10:05 AM

Re: [Sorcery] Threshold variant
 
In general, I think that it would result in PCs spending a lot of points to commit suicide in an exotic fashion. Now, having threshold as an emergency reserve would be interesting, though reckless characters would still be effectively committing suicide.

Prince Charon 10-28-2020 10:23 AM

Re: [Sorcery] Threshold variant
 
Quote:

Originally Posted by AlexanderHowl (Post 2350872)
In general, I think that it would result in PCs spending a lot of points to commit suicide in an exotic fashion. Now, having threshold as an emergency reserve would be interesting, though reckless characters would still be effectively committing suicide.

That depends on how high the Threshold is, compared to the normal FP cost. Standard 30-8 Threshold on RPM is far different from the same on something with point costs closer to the Basic/Magic spell system (honestly, applying the 30-8 version of threshold to RPM sounds like a way of saying 'don't play a mage,' without directly forbidding it). As long as the 'energy' cost is fairly low (which I think is the case with Sorcery), or you have a very high Threshold and Refresh rate, it can work fairly well.

Anders 10-28-2020 10:37 AM

Re: [Sorcery] Threshold variant
 
Quote:

Originally Posted by Prince Charon (Post 2350878)
That depends on how high the Threshold is, compared to the normal FP cost. Standard 30-8 Threshold on RPM is far different from the same on something with point costs closer to the Basic/Magic spell system (honestly, applying the 30-8 version of threshold to RPM sounds like a way of saying 'don't play a mage,' without directly forbidding it). As long as the 'energy' cost is fairly low (which I think is the case with Sorcery), or you have a very high Threshold and Refresh rate, it can work fairly well.

Christopher recommends 150/30 for RPM, but that's another story.

Rupert 10-28-2020 12:39 PM

Re: [Sorcery] Threshold variant
 
Quote:

Originally Posted by Prince Charon (Post 2350878)
That depends on how high the Threshold is, compared to the normal FP cost. Standard 30-8 Threshold on RPM is far different from the same on something with point costs closer to the Basic/Magic spell system (honestly, applying the 30-8 version of threshold to RPM sounds like a way of saying 'don't play a mage,' without directly forbidding it). As long as the 'energy' cost is fairly low (which I think is the case with Sorcery), or you have a very high Threshold and Refresh rate, it can work fairly well.

30/8 isn't "Don't play a mage", but it is "Don't play an unskilled one or in a game where big magic is needed daily". The effective long-term daily limit on a Threshold Mage is the recovery, not the cap. Also, as long as you're not over the cap 0-point spells are no-cost and no-risk (beyond normal spell fumbles).

For a Sorcerer who only needs to spend Threshold on hardcore improvised spells, the standard 30/8 is probably plenty unless they're being pushed outside their speciality constantly. The recovery is sufficient to cover 1-2 modest improvs a day indefinitely, and the threshold can cover a few major improvs in an emergency.


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