Quote:
Originally Posted by pawsplay
It's already a zero-cost enhancement on the whole sorcery shebang, proposed for playability and storytelling reasons. I think offering such a technique might, indeed, be unbalancing.
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I've always been under the assumption the Hardcore Improvisation rules were basically just an application of Godlike Extra Effort from
GURPS Powers, perhaps with a few tweaks for ease of use, but haven't ever really done a proper analysis of it.
Quote:
Originally Posted by Silverblade
Extra Will is [5]. Extra Will (-xx%, Limitation: only for Hardcore Improvisation) would make it even cheaper (not sure by how much), plus you wouldn't have the bookkeeping on various techniques.
I think Sorcery techniques would make it more complicated, and even more expensive in the long run....
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I would think of such "Techniques" as essentially a way to gradually buy the spell as a Known Spell, making it easier to "improvise" as you go until you have invested enough to actually just outright
know it and can cast it without issue. I'd personally be inclined to eyeball Hardcore Improvisation Only as a -40% Limitation on Will, so that would be [3]/level. A generalist may often be better off investing in such a trait, but it still seems like there would be room for at least one "Partially-Known Spell" that you're in the process of making a Known Spell.