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Old 02-14-2015, 03:31 PM   #1
Tyneras
 
Join Date: Oct 2007
Location: Kentucky, USA
Default GURPS Magic with Action Points (Pyr 3/44)

I love Action Points, they are something I genuinely hope becomes part of the base game whenever the next edition of GURPS comes out, or even a full supplement for 4E. As presented, however, they leave their use with Magic (and other FP burning abilities) open ended. Understandable, a Pyramid article has only so much space, after all.

I think AP can be used with Magic, but some changes are required (obviously). Mages have powerful cost reducing and FP recovery abilities in their discounts for high skill and the Recover Energy skill. This is understandable, since without high skill cost reduction a wizard would likely burn through their total FP several times over in a single battle where a warrior or archer might use a fraction of theirs without extra effort.

1. Remove reduced spell cost for high skill. This won’t be needed anymore.

2. Remove the Recover Energy skill. This won’t be needed and is overpowered if left in unmodified.

3. Convert MOST spells from FP to AP on a 1 to 1 basis. Without cost reduction or Recover Energy most spells are expensive enough to be self-limiting in use. With the cumulative penalties for lost FP wizards should be wary of burning FP on AP for big spells, since those same spells will be more likely to fail from reduced skill. Healing spells in particular should remain with FP costs, due to the ability to burn HP to power spells.

4. Some spells will retain their FP cost, based on criteria like desire for rarity of the spell or theme.

5. The penalties for casting spells while maintaining spells (p.10) should apply to the HT roll to recover AP.

New Ability: Energy Points [2 pts/level]
Energy Points are to Energy Reserve what Action Points are to FP. Personally, I’d argue that recovery events using the Meditation Skill instead of HT would be thematically appropriate for magic or holy EP.

I haven’t (yet) gone through Magic with a fine tooth comb, and even if I did I’m be making campaign assumptions as I went that might not agree with yours. But at first glance, this appears to work for “bread and butter” combat spells like Fireball or Lightning, as well as various buffs and debuffs.

I also think this would mesh well with adjustable spells from Thaumatology (p.39-40).
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action points, conversion, magic, pyramid #3/44, pyramid 3/44, the last gasp


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