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 > Dungeon Fantasy Roleplaying Game

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 01-05-2024, 11:46 AM   #2
mlangsdorf
 
Join Date: Aug 2004
Location: Austin, TX
Default Re: House Rules for Spell Casters

What are "mage points"? It's not a term that appears in Adventurers or Spells AFAICT. Spells have an energy cost (Spells p 9) that can be paid from Fatigue Points, Energy Reserves, Power Items, or Hit Points but I don't think that's what you mean.

I'm generally in favor of removing the energy cost reduction for high skill, because it's too easy to make an IQ 16, Magery 6 character who casts 5-6 significant spells and maintains them forever for free. Having the entire delving band capable of Walking on Air, Resisting Fire, seeing with Dark Vision, moving at +3 with Haste, being immune to most ranged attacks, or many other things the band needs on a semi-regular and continuous basis makes the wizard way too valuable.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com
mlangsdorf is online now   Reply With Quote
 

Tags
mana points

Thread Tools
Display Modes

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 11:15 AM.


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