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Old 02-13-2011, 01:41 PM   #11
Pragmatic
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Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
Default Re: GURPS Dark Sun Conversion

Oooh...

Energy Reserve as a way of "drawing power at time of 'spell preparation'"... That's... interesting.

I don't think it'd work with the Threshold Magic that I like for defiling, as there's already the Threshold limit (0 to 30+). But outside of THM systems, it might be a good way to say that there's the level at which an arcane caster can draw before starting to defile. Since it refreshes at 1 pt per 10 minutes, it can show the desperation versus determination of Dark Sun (i.e., "I've cast out all the spells I can without defiling, but I'm still being pursued; do I cast more, or let myself be killed?").

Hmmm... Bears some thinking...

***************

In a Threshold Magic system, it costs 5pts per +20% to increase beyond the campaign default level (so, as discussed above, 5pts per 6 threshold limit). That's the equivalent of (5 pts divided by 3pts/ER) 1.67 ER, which renews 1 ER every 10 minutes (or faster, with Recover Energy; but then Recover Energy would also risk defiling, wouldn't it...?). Hmmm, bigger margin for combat, or more often smaller margin...

Might work with some tweaking...
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