Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 09-05-2013, 03:25 PM   #9
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Costs thresh

Quote:
Originally Posted by Varyon View Post
It occurs to me that, in a campaign where the GM has adjusted the recovery of threshold, you could apply much the same modification. That is, double recovery rate means half cost on the Limitation, while half recovery rate would be double cost.
True. So the fairest value might be -[1,200/(threshold * recovery)]% per level. I'd probably cap it at -20% per level, even in an incredibly low-magic game, to avoid abuse. In a crazy magic game where everyone gets Thresh 50 and Recovery 20, each tally lost is only a -1200/(50*20)% = -1200/1000% ~= -1% limitation. But in an underpowered game with Thresh 20 and Recovery 2, giving -1200/(20*2)% = -1200/40% = -30% per level is probably a bit too generous so I'd cap it at -20%.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
 

Tags
magic, powers, thaumatology


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:14 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.