Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 06-05-2012, 01:29 PM   #23
vierasmarius
 
vierasmarius's Avatar
 
Join Date: Nov 2009
Location: Oregon
Default Re: FP/ER Regeneration And Magic

Perhaps the reason why ER is not normally given a power modifier (though it's almost always restricted to fueling a single power group) is that there don't tend to be things that block or remove the ER itself. For example, a wizard doesn't have his ER (Magic) drained by walking into a No Mana Zone, and ER (Psi) isn't a valid target for an Anti-Psi's Neutralize. There could be an exception to this (a mana pool that varies by local mana level, for example) in which case a power modifier might be appropriate. I'd tend to avoid this however, since it mostly adds complexity without much gain.

Quote:
Originally Posted by Sunrunners_Fire View Post
Can you quote anything which would make it an invalid limitation? I just searched through my books (pdfs) and I'm not finding anything that says its' invalid. The closest I'm finding is in Supers where its' talking about a gadget's energy reserve used to power the gadget's advantages.
There are several examples of ER (mostly in DF, but mentioned in Thaumatology and elsewhere) that give it a power type (ie Magical, Psi, Divine, etc) but no discount.
vierasmarius is offline   Reply With Quote
 

Tags
magic, regeneration


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:59 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.