11-09-2021, 04:27 PM | #11 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: How would you make this spell? D&D edition
Quote:
However, Wild Mana makes casting spells riskier than even Very High Mana. If they wizard fails, Not only do they pay full energy cost but they roll on the critical spell failure table. If the wizard rolls a critical failure it will be a spectacular disaster.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
|
11-09-2021, 04:40 PM | #12 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: How would you make this spell? D&D edition
Quote:
The only problem with those options is Brute, Winged, War-Trained, and Racing are at double energy cost. Based on the way the spell is described (" Triple the cost for a Winged Racing mount, etc.") combining those further increases the multiplier ie if you want a Brute, Winged and War-Trained mount be prepared to pay 4x base cost. Unless mages have huge energy reserves, the setting is Wild Mana, or there are Power 9 Paut Talismans in abundance the options are generally going to be limited to the pony version.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
|
11-10-2021, 08:41 AM | #13 | ||
Join Date: Jun 2013
|
Re: How would you make this spell? D&D edition
Quote:
Note even a bit of Energy Reserve can change things markedly. With ER 1, the pony overtakes the horse at the 4 hour mark when both have No Encumbrance (3 hours for Light, 2 for Medium and Heavy), but never for higher encumbrance. With ER 2, this is instead at 3 hours for No Encumbrance (2 for Light/Medium/Heavy), and for long journeys some cases of difference encumbrance see the pony as victor (for Medium vs Light, pony wins at 8 hours, horse retakes the lead at 9 hours, and pony leads from 10 hours on; for Heavy vs Medium, these instead happen at 9, 10, and 11 hours, respectively). With ER 3 (negating maintenance cost), at equal encumbrance the pony always overtakes the horse the second hour. For Light vs No Encumbrance, the pony overtakes at hour 5 and keeps the lead. For Medium vs Light, this instead happens at hour 3. For Heavy vs Medium, pony takes the lead at hour 3, horse retakes it at hour 4, and pony leads from hour 5 on. Higher ER shifts things around a bit, but at ER 6, pony always leads at equal encumbrance and generally takes the lead at hour 3 at different encumbrance (although it just barely gets ahead - by 0.05 miles - at hour 2 for Medium vs Light). At 7 ER (and higher), pony always leads from hour 2 on at different encumbrance. *I'm assuming the mage has Create Mount at 15+ (for cost 7/3) and Recover Energy at 15+ (for 5 minutes rest per FP) and no Energy Reserve, while the horse lacks any fitness-related Advantages/Disadvantages (for hourly FP costs while hiking, and 10 minutes rest per FP). The conjured pony waits for 35 minutes after being conjured (for the mage to recover FP), travels for 25 minutes, then waits for 15 minutes (for the mage to recover the FP used to maintain the spell), travels for 45 minutes, and repeats this, traveling 45 minutes out of every hour. The horse, meanwhile, travels for the entire first hour, rests until it fully recovers its FP (10 minutes at No Encumbrance, 20 at Light, 30 at Medium, and 40 at Heavy), travels for a full hour, rests until it fully recovers FP, and so forth. Time for meals, comfort stops, etc is ignored (or, rather, assumed to be included in the rest periods), as is the time to initially cast the spell. Note there are undoubtedly cases where one or the other could reach a given destination first by simply not stopping to rest every time there's an FP charge, but I'm looking for sustained rates, here. I'm also assuming the mounts must travel at hiking speed for the rider to not be charged FP (but such riding doesn't count as rest); if they can jog (double hiking speed), or even sprint (quadruple hiking speed), without the rider losing FP, the tireless pony would absolutely crush the horse over most distances. **Given the pony normally has a hiking speed of 7 mph, it should be just as comfortable for the rider to be on it at 5 mph regardless of if the pony were unencumbered or was under Heavy Encumbrance. A real pony would tire out extremely quickly keeping that up, but our tireless conjured pony wouldn't. We'll ignore that for this analysis. Quote:
ER again shifts things. ER 2 makes it possible (barely, at 12 hours, the furthest I worked out to) for the Brute to overtake the Pony when the latter is at Medium Encumbrance. ER 6 makes the Brute overtake the Pony at 5 hours when the latter is at Light Encumbrance. And, of course, as ER increases (up to 14, at which point the two are equal in speed at No Encumbrance), the time to overtake goes down markedly, and thus the lead seen by the Brute for longer journeys goes up. For example, between 200 lb and 245 lb (No Encumbrance for Brute, Heavy Encumbrance for Pony), just having ER 1 lets the Brute overtake at hour 3 (instead of hour 5 with ER 0), and by hour 12 the Brute will have traveled around 38 miles (instead of around 31 with ER 0), compared to the Pony's 27.
__________________
GURPS Overhaul |
||
11-10-2021, 01:03 PM | #14 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: How would you make this spell? D&D edition
Quote:
First, the skill adjustment is applied after you use the multiplier. Ie since the base for Create Mount is 8/3, casting a Brute (or Racing, or Flying) mount at effective skill 15 would be 15/5 (8x2-1/3x2-1) not 14/7. Second, per Basic p 426 the mage would have to have 15 energy to not to take HP damage and HP damage is going to take far longer to recover from. Third, as you see from the numbers without Recover Energy or some other aid the mage will never break even. As a side note, extrapolating the numbers a Winged, Brute, War-trained mount would have a base 32/12 (8x4/3x4) so if the mage's mount turns out to be one of those you better run...fast. :-) Four, the average mage is likely going to have HT 10 and perhaps some extra FP/ER but unless every mage that learns this spell has built up some sort of a reserve they likely aren't going, on their own, have the 15 energy to use up front. This is why I stated "Unless mages have huge energy reserves, the setting is Wild Mana, or there are Power 9 Paut Talismans in abundance the options are generally going to be limited to the pony version."
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
|
11-10-2021, 02:52 PM | #15 | |
Join Date: Jun 2013
|
Re: How would you make this spell? D&D edition
Quote:
It's entirely doable even for a mage with FP 10, so long as he or she also has ER 5 - which I wouldn't consider a "huge energy reserve" (it only costs as much as Combat Reflexes). The character would have to rest for 50 minutes (assuming Recover Energy; failing that, it would be a 100 minute rest) after casting, but after that the character would be able to use the mount freely, only needing the occasional meal/comfort break.
__________________
GURPS Overhaul |
|
11-12-2021, 06:27 PM | #16 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: How would you make this spell? D&D edition
Quote:
Barring Recover Energy or Regeneration (FP) a mage with Create Mount — 15 will, for a Brute/Racing/Flying/war-trained mount, spend 15 energy up front (down 15 energy) and spend 5 to maintain each hour for a net gain of 1 FP every hour. At that rate the mage will not break even until 15 continuous hours have passed.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
|
11-12-2021, 08:04 PM | #17 | |
Join Date: Aug 2007
|
Re: How would you make this spell? D&D edition
Quote:
The thing about that mage who cast and then maintained Create Mount but rested to regain his FP is that he can't be the one riding that mount. Riding a horse is not restful enough. I wouldn't let you drive a car and claim to be resting. Ride ina car yes but nto drive it. If somebody else is riding the mount ad the mage is doing nothing but resting and maintaining then that's where there can be a long-term Mount. Buying a real horse will eventually be cheaper.
__________________
Fred Brackin |
|
11-12-2021, 09:27 PM | #18 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: How would you make this spell? D&D edition
Quote:
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
|
11-12-2021, 11:12 PM | #19 | |
Join Date: Aug 2007
|
Re: How would you make this spell? D&D edition
Quote:
B. 427 lists "sitting, talking and thinking" as permissable but forbids anything more strenuous (including walking). Recover Energy may be even more limited as it says tha the mage must "rest quietly". FP Regeneration would be different. Regeneration is not conditionally limited.
__________________
Fred Brackin |
|
11-13-2021, 05:36 AM | #20 | ||
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: How would you make this spell? D&D edition
Quote:
Quote:
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
||
Thread Tools | |
Display Modes | |
|
|