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03-10-2019, 11:34 PM | #1 |
Join Date: Nov 2018
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About recovery and CP cost of ER (Magical)
I have a few doubts about Energy Reserves (Magical) cost and methods to recover it that rised when I read some posts on the forums and Reddit.
So, I already know from Powers that Energy Reserves (Magical) counts as a Abilities Only limitation, for -10%. That being said, how do I calculate the total cost of my ER? For example, 10 ER points would cost 27 (2.7 * 10) or full 30 CP? In the case it costs the full 30 CP, whats the advantage? I read on Reddit that the default FP recover and the Recover Energy spell affect both FP and ER, effectively recovery 2 points at a time. Is that true? If so, where it's written? If it's true, the same applies for Regeneration (FP Only)? Or do I have to buy Regeneration (ER Only) as a separate advantage/enhancement? |
03-11-2019, 12:24 AM | #2 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: About recovery and CP cost of ER (Magical)
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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03-11-2019, 01:42 AM | #3 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: About recovery and CP cost of ER (Magical)
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For the regen, and afaik, -They both recover independently, each at their own speed. -Recover Energy work on both (if the ER is magical) -Fit doesn't help ER -Regeneration(fp only) and Regeneration(ER only) are separate, neither work on the other. Same with Leech -DR(absorption, heal only) : you can heal hp, fp -and ER(magical) if the DR(absorption) is itself magical Full details in Gurps:Power, p119 and Gurps:Thaumatology p50 (for the recover energy) Last edited by Celjabba; 03-11-2019 at 01:56 AM. |
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03-11-2019, 01:59 AM | #4 |
Join Date: Nov 2018
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Re: About recovery and CP cost of ER (Magical)
I completely missed these details on GURPS Powers, lol. Thanks guys.
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03-11-2019, 10:15 AM | #5 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: About recovery and CP cost of ER (Magical)
If any of the extra effort or FP costing stunt options are available, it makes sense that ER might lack Abilities Only.
__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
03-11-2019, 10:41 AM | #6 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: About recovery and CP cost of ER (Magical)
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Which I don't believe exist in the default magic system (assumed, since recover energy is in play). Except maybe adjustable spells in Thaumatology, but I would allow spending 'ability only' energy for those myself. So, in this case, you can safely take the cost reduction. Edit : I forgot about the perk "mighty spell" in Thaum-magical syles. Extra effort for spells, but "you can’t pay it from Energy Reserves," so... |
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03-11-2019, 12:14 PM | #7 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: About recovery and CP cost of ER (Magical)
Side note... something I've considered is allowing Fit/Very Fit and Breath Control to work with ER (Heroic Reserves)*.
Also as mentioned, most genre treatments do not apply Abilities Only to ER. * ER for non-magical FP expenditures. |
03-11-2019, 03:52 PM | #8 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: About recovery and CP cost of ER (Magical)
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Edit: and then somehow I got the idea I was responding to the OP in this post. I'm having an off day.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. Last edited by RyanW; 03-11-2019 at 11:23 PM. |
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03-11-2019, 04:01 PM | #9 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: About recovery and CP cost of ER (Magical)
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But I assumed not since he mentionned the spell 'recover energy' And rereading what I wrote ... if there is no way to stunt or use extra-effort, is the -10% for abilities only a valid limitation ? If there are (or may be in the future) powers taken with the magical power source, sure. But if only the standart spells are in play ? |
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03-11-2019, 06:21 PM | #10 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: About recovery and CP cost of ER (Magical)
Kind of tangential, but in a long-running fantasy game, I assume that most Master Enchanters have ER 30, with limitations to bring the cost down to just 18 points, like Enchantment Only (-30%), Day/Night Only (-20%), Granted by Familiar (-40%), and Gadget: Wand (around -40%). Even with the expected social advantages, wealth and status, this works out to around 150 character points for such an enchanter (with similar limitations on Magery itself). Taking the assumption from GURPS Magic that quick enchantment is typically done by a circle of 6 enchanters, that puts 250 energy - good for Accuracy +1, Puissance +1, and Penetrating Blade (2) - within reach, maybe with a little stretch courtesy of powerstones. Which makes enchantment of this grade way cheaper, but in my experience, the ready commercial availability of +1 swords doesn't break anything.
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Tags |
energy reserve, magic, magic as power, power, regeneration |
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