Quote:
Originally Posted by Varyon
GURPS Powers introduced Energy Reserve. It costs [3] per point and functions like FP, but with the following modifications:
- There are no penalties for being below 1/3 of your maximum ER - a mage who has expended all of his or her ER (Magical) simply no longer has the ability to draw on it for casting spells until (some of) it has recovered.
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By RAW, anyway. It is certainly possible to set penalties (e.g. the less ER you have left, the
drunker you get), I'm just wondering whether they should be limitations or setting switches.