08-18-2013, 12:40 PM | #11 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Very Fit and Spell Fatigue
As opposed to now, where they buy raw FP and 3e where they bought raw ST for the same reasons?
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
08-18-2013, 12:45 PM | #12 |
Join Date: Dec 2007
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Re: Very Fit and Spell Fatigue
Yes, because they don't. It doesn't take much consideration to realize that it is more cost effective to invest in fatigue reduction and quick fatigue recovery than it is to increase the total fatigue pool, and for those who are interested, "energy reserve" is a better deal than raw fatigue.
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08-18-2013, 12:59 PM | #13 | |
Join Date: May 2006
Location: Denmark
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Re: Very Fit and Spell Fatigue
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08-18-2013, 01:29 PM | #14 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Very Fit and Spell Fatigue
no HP, FP and ER are all considered separate options singlily worth +0% and any combination of 2 is 100%
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08-18-2013, 04:32 PM | #15 |
Join Date: Jun 2010
Location: Dreamland
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Re: Very Fit and Spell Fatigue
Considering that the FP regen part is worth [5] (Fit vs Very Fit), putting Cosmic: Any FP +100% makes that another 5pts. That by itself is about comparable to Recover Energy.
EDIT: If you feel better about it, bringing the cost to [15] makes it comparable to +5 FP or ER, making it a definite choice for mages. If you are the GM, you could also state the you don't 'spend' FP on spells but 'lose' FP to spell casting. The difference is that it's not a cost, but a side effect. Your spells won't be free on crits, but you can spend FP more than you have (since you aren't spending anything). There may be other limits. Then Fit would affect it. And on the note of mages all being Olympic athletes, physical exertion increases ST and HT as a way of training, so someone who spends FP often and a lot of it would become Fit, same as a marathon runner or anyone else who strains their body. The biggest part is knowing how to and what effect this will have on the body (And remember that default Magic isn't really comparable to any magic from any fiction I've heard of). |
08-18-2013, 05:43 PM | #16 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Very Fit and Spell Fatigue
If your main goal is to double recovery rate then taking +5 ER is the way to go. Not only does it provide 5 more energy for casting, but it recovers independently of FP, meaning it effectively doubles your recovery rate (up to the limit of the ER); ER recovery also benefits from Recover Energy time reductions (for Magic ER; other similar effects apply to other sources of ER). Even 1-2 points of ER has a significant effect on energy recovery rate from casting most spells.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 08-18-2013 at 06:34 PM. |
08-18-2013, 07:15 PM | #17 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Very Fit and Spell Fatigue
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08-18-2013, 07:52 PM | #18 |
Join Date: Jul 2013
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Re: Very Fit and Spell Fatigue
How about a version of fit and very fit that worked only for spellcasting drain?
I'd price it at 10 and 30 respectively. Now what to call it? |
08-18-2013, 07:56 PM | #19 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Very Fit and Spell Fatigue
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08-18-2013, 07:56 PM | #20 | |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
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Re: Very Fit and Spell Fatigue
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FP loss for different Hazards (both mundane and FP attacks with appropriate Hazard modifiers) only restores under appropriate conditions. So you might actually need to note "those FP i lossed for missed sleep, those - for missed meal, and those - for fighting and running". Only the latter ones would be restored by Fit. HP loss due to Dependency, Drain, IA with Cosmic Lingering Effect aren't restored by natural healing. Mundane cases are lasting crippling injuries which aren't fully healed until you fully heal from crippling injury.
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