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Join Date: Feb 2016
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I'm in the process of putting together a fantasy campaign (and actually a campaign world, from the ground up). In the process of this, I find myself going over the GURPS: Magic system a few times. While I don't mind complexity, it isn't exactly "pick up and go" and does require significant player investment (in order to understand proper spell use, plan ahead, develop a capable spell library, etc).
This isn't my quandary, however. Unless I've been doing it wrong since I picked up GURPS - which is a valid possibility - Magic is something most mages (read: mages that aren't walking around in a Very High Mana Field or that don't have some sort of absurd energy regeneration from some source) are only able to utilize magic very infrequently. The reason for this is, frankly, energy/fatigue costs. Even with a high-HT character (and most mages aren't exact Olympic athletes), a small handful of spells (or one or two large ones) will leave him effectively spent for hours. Of course, my perspective might be a bit skewed - YMMV, am I right? - so I'm here to pick your brains.
I briefly considered a few possibilities - making the entire planet a Very High Mana field, or increasing the rate at which energy (not FP) regenerates - but I suddenly realized that I shouldn't rely entirely on my limited experience. You guys have more games under your belt than I could play in a lifetime. |
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| Tags |
| energy reserve, very unfit |
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