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Old 01-08-2016, 09:07 AM   #3
PK
 
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: GURPS Dungeon Fantasy 18: Power Items

Speaking only for my own DF group, I know the rules for heroic, endurance, and scholarly power items have all generated a stir. Our scout is always running out of FP, particularly because the wizard loves casting Great Haste on him, turning him into a machine gun of arrows. Our GM ruled that he could use an endurance item to recoup the FP he lost from that spell (since he isn't casting the spell, it seems more like a mundane exhaustion) -- I'm curious if Kromm would agree.
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