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 11-14-2015, 10:50 AM   #1
Pseudonym
 
Pseudonym's Avatar
 
Join Date: Jul 2015
Location: Phoenix, AZ
Default Sorcery, Energy Reserve, and Recover Energy?

I am wondering if there is a Recover Energy variant for Sorcery. I am guessing if there isn't one already statted out, it would simply be:
  • Regeneration (Fast) 50 pts
  • FP Only (-0%)
  • Magic (-10%) because it doesn't cost FP like sorcery.
  • Potentially tempered with Takes Extra Time to make it slightly slower to get rates of 1 FP/2 minutes (-10%) or 1 FP/4 minutes (-20%)
On the last point, I am not sure if you can use takes extra time on a continuous ability, so I also calculated full prices using a power function trendline for Regeneration (Somewhere between Fast and Regular):
For 5 minutes, I get 38 and change, or 39 points.
For 2 and 1/2 minutes, I get 42 and change, or 43 points.

So this ability might finally cost:
  • 45 points to recover 1 FP/Minute
  • 40 points to recover 1 FP/2 minutes (using takes extra time)
  • 39 Points to recover 1 FP/150 seconds using a logarithmic extrapolation
  • 35 points to recover 1 FP/4 minutes (using takes extra time)
  • 35 points to recover 1 FP/5 minutes using a logarithmic extrapolation
Which of those sounds like the most appropriate values to use to simulate that ability? Or am I completely off base and missing a critical piece of the calculation?

Finally, would it make sense for an ambient power like this to be switchable like the other sorceries, therefore giving it the 80% discount for other switchable sorceries and taking away the ability to maintain other spells while using it?

For reference, the function I used to extrapolate the price:

http://i.imgur.com/NDpf0gR.gif

And one small addendum by the way, I couldn't find this while searching but it seems like the discount for very fit specifically excludes magic, but does the FP recovery benefit of Fit/Very Fit benefit energy expended for magic purposes? And does it help with Energy Reserve, or vanilla FP only?
__________________
Blog Running Games on Tuesday (online). Playing Sunday.
Pseudonym is offline   Reply With Quote
 

Tags
energy reserve, recover energy, sorcery


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 12:08 PM.


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