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#1 |
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Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Was thinking of implementing a house rule for spell casters, and am interested in folks thoughts.
House Rule: Mage points for casting spells is equal to a multiplier, based on Magery level, times FP. Magery Level Multipliers Non. 1/10 0. 1/2 1. 1 2. 2 3. 3 4. 4 5. 5 6. 6 Was thinking of not giving a cost reduction for skill, but I am not decided. For different mana levels (none,very low, low,normal,high, very high) was thinking of applying additional multipliers. Mana Level. Multiplier None. 0 Very Low. 0.25 Low. 0.75 Normal. 1 High. 1.5 Very High. 2+ What are folk’s thoughts on the idea and on the multipliers? -DAT |
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#2 |
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Join Date: Aug 2004
Location: Austin, TX
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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.
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#3 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#4 | |
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Join Date: Aug 2004
Location: Saskatoon, SK
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So what is your intention here? The first makes mages much more powerful, giving upwards of 50+ more energy; the second makes them much less, forbidding all-day buff spells. I don't think they accomplish anything I would want, but what do you want?
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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#5 | |
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Join Date: Aug 2004
Location: Saskatoon, SK
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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#6 | |||
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Join Date: Jan 2005
Location: Idaho Falls, Idaho
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So for an example, a Mage character with Magery 3 and 12 Fatigue Points, would have 36 Mage Points to pay the Energy Cost for spells. Quote:
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#7 | ||
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Join Date: Jan 2005
Location: Idaho Falls, Idaho
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But haven't noticed the effect being clunky. Players just track their base points and apply multipliers to determine their pool to cast from. Quote:
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#8 | |
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Join Date: Aug 2004
Location: Saskatoon, SK
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Missile spells are inefficient damage dealers. They are slow and expensive. Delvers to Grow has an option to let casters fire missile spells for free but it's expensive as well. Wizards are really good support - I spend most turns using Stun to let our Barbarian do 2x 4d cutting per turn. Or Great Haste so he can double that and a little bit more. Levitate the big bad melee only villain 6 inches off the ground. Now he has no offence with penalties to defend. Spasm makes him drop a weapon. If you want to do damage, do stuff the others can't. Facing a 15 or 20 DR giant? Hit him with Dehydrate or Death Touch. If your wizard takes an hour to recover his fatigue, he's built wrong. Recover Energy -15 allows 1/ 5 minutes; -20, every 2 minutes. An energy reserve equal to Fat doubles his pool and that rec rate. Oh yeah, ER is king. If you want to do damage play a knight, Barbarian Scout or Swashbuckler. If you want to do "Everything else" play a caster.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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#9 | |||||
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Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Term Invoker is not unique to D&D.
See Delvers to Grow, page 29. "Invoker. Your specialty is combat magic. ..." Quote:
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And unless I have the math wrong, the Knight is still going to be able to do more damage. But this house rule would allow the Wizard to be able to do some significant damage, get a large spell off, and still have full move, and the Cleric will be able to buff (with a significant buff spell) more than one other PC, heal more than one PC, and still have full move. Quote:
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#10 | ||||
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Join Date: Aug 2004
Location: Saskatoon, SK
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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