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#7 | ||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Quote:
Still, you're starting with a skill bonus as your base, which is my point exactly -- there's no need to invent a truly new advantage for this -- but it's fine to cobble together a fake one out of the true means for achieving the effect: higher skill. Quote:
Here's how I'd probably approach that if you wanted a leveled advantage. A Talent for 10 skills would be 10 points/level. I'm hesitate to ever allow someone to just buy "Casting Talent," mind you, but since the skills are all IQ-based, it's no different than buying "IQ!" in most games. (In my games, "IQ!" costs 20/level, so it's less of an issue, mind you.) So let's use that as the base for a generic "+1 to casting rolls." So that's Casting Talent (Accessibility, Only for offsetting fast accumulation penalties, -50%) [5/level]. Each level only reduces the penalty to reduce the five second accumulation time by one second per -1. By extension, this also applies to "Blocking" Spells, but nothing else. (For non-adepts, this doesn't change the -5 penalty to use adept times. Instead, each level removes -1 of the penalty to reduce accumulation time by one minute.) Call it "Fast Casting" and you've got an advantage.
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| Tags |
| energy accumulation, monster hunters, ritual path magic, rpm, witch |
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