FP Cost Change for spells
The idea is simple: Mages are allowed to buy extra Fatigue only for casting spells. However, each spell still costs at least 1 point of normal Fatigue unless the mage has a high enough skill to entirely eliminate the spell’s cost. So if Callie Fireheart, with Fireball 15, casts a 1d fireball, she pays no Fatigue. A 2d fireball would cost 1 point of normal fatigue, and a 3d fireball would cost 1 normal fatigue and 1 magical fatigue, or 2 normal fatigue. The concept is that mages can hold a reserve of power within themselves, but it still takes effort to shape and direct, and drawing the power needed quickly is much harder than doing so slowly, and the purpose is to allow mages to use magic in longer fights or other more extended crisis situations.
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Re: FP Cost Change for spells
Makes sense to me. I know a system where powerful spells also cost regular FP in addition to magic energy. It does make for a little more book-keeping, but it does add a nice distinction between complete bookworms and mages leaning more mens sana in corpore sano. The latter might be doing things like martial arts or dancing just to keep up their stamina.
I don't get "the purpose is to allow mages to use magic in longer fights or other more extended crisis situations." Do you mean mages don't incur the FP "tax" if they take a long time to build their spell maybe with ceremonial magic? I think that would be a bit counter-productive, because ceremonial magic seems more physically taxing, but it could work either way. Just taking extra time with no other benefit would also work. I'd suggest going the other way though and make low-cost spells use only magic FP. That way you could lob 1d Fireballs all day, but if you need more oomph, you'll have to shell out physical FP. |
Re: FP Cost Change for spells
This sounds a lot like Energy Reserve with Costs Fatigue as a limitation. Interesting thought.
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Re: FP Cost Change for spells
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Re: FP Cost Change for spells
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