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Old 05-12-2016, 08:11 PM   #1
weso12
 
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Default Sorcery: replacing fatigue cost with something else?

I'm working on a campaign setting where sorcery is an ability granted by a deity who's domain includes leisure and is generally opposed to strenuous activity, so sorcery costing fatigue doesn't make much sense, I'm just wondering if perhaps it would balanced to give those sorcerous empowerment Energy Reserve (magic) 10 for free and balance it with completely banning the use of fatigue for sorcery (essentially using the essence rules described for Magery in Gurps Thaumatology). Another solution I have floating around is perhaps replacing Cost Fatigue with Limited Use (10 times per day) and since sorcery uses alternate abilities make it so that those uses are SHARED among the spells the sorcerer knows. Are either of these solutions balanced?
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Old 05-12-2016, 08:19 PM   #2
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Default Re: Sorcery: replacing fatigue cost with something else?

Energy Reserve 10 is 30 points.
"Costs ER Only" is an additional -5% kicker to Costs Fatigue.
If you go with that, that's balanced by the numbers.
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Old 05-12-2016, 08:31 PM   #3
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Default Re: Sorcery: replacing fatigue cost with something else?

Quote:
Originally Posted by Bruno View Post
Energy Reserve 10 is 30 points.
"Costs ER Only" is an additional -5% kicker to Costs Fatigue.
If you go with that, that's balanced by the numbers.
I'm think abouting but it seems a little over priced TBH basically adding a point tax to any one who plays sorcerer, espically since the Costs ER only -5% is gonna be ingored in total cost most of the time considering it's gonna be under alternate abilities.

Just because by the numbers it's balanced doesn't mean it's actually balanced removing the fatigue cost on socery spells should be balances "By the numbers" it's a horrible idea because the discount you get with sorcery is balanced by the fact that cost fatague -5% is no way in hell balanced.

Last edited by weso12; 05-12-2016 at 08:36 PM.
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Old 05-12-2016, 09:00 PM   #4
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Default Re: Sorcery: replacing fatigue cost with something else?

Actually, all your powers costing FP is a perfectly valid excuse to avoid physical activity. "Sorry, can't go for a jog right now; I've poofed that plate to the kitchen and back 8 times today!"
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Old 05-12-2016, 09:37 PM   #5
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Default Re: Sorcery: replacing fatigue cost with something else?

Energy Reserve (Magic) doesn't come with all the problems that low fatigue does as you scrape the bottom. Your move and dodge aren't impacted, you don't have to rest quietly to regain your ER, and you have FP available for things that require it. You are also less vulnerable to FP draining attacks since you aren't using your own FP, and your ER can charge even if FP normally cannot (starvation or dehydration, missed sleep, ect). All told, I think the benefits of having an ER is pretty huge.

I would charge full price for ER, and limit the casters Sorcerous Empowerment with something like nuisance effect (can only use ER, -5%). Also remember that players will probably sell off their FP (and buy ER with the points), so it's not as expensive as it might at first seem to buy up 10 ER or more.
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Last edited by VariousRen; 05-12-2016 at 09:38 PM. Reason: Edit: Sorcerous Empowerment not Magery.
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Old 05-12-2016, 09:39 PM   #6
simply Nathan
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Default Re: Sorcery: replacing fatigue cost with something else?

Replace Costs FP with Unreliable or Fickle because your god is lazy, too.
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Old 05-13-2016, 09:58 AM   #7
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Default Re: Sorcery: replacing fatigue cost with something else?

Quote:
Originally Posted by weso12 View Post
I'm think abouting but it seems a little over priced TBH basically adding a point tax to any one who plays sorcerer
If the ER is something that everybody has, but only sorcerers use, then it could be a campaign feature that doesn't cost points.
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Old 05-16-2016, 10:06 AM   #8
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Default Re: Sorcery: replacing fatigue cost with something else?

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Originally Posted by Dustin View Post
If the ER is something that everybody has, but only sorcerers use, then it could be a campaign feature that doesn't cost points.
That's the same thing as saying "Sorcery comes with a free heap of ER." Personally, I'd prefer adding in ER that everyone can use, at least to some extent, and simply have sorcerers have more uses for it (much as FP is already).
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Old 05-13-2016, 10:23 AM   #9
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Default Re: Sorcery: replacing fatigue cost with something else?

Quote:
Originally Posted by weso12 View Post
it's a horrible idea because the discount you get with sorcery is balanced by the fact that cost fatague -5% is no way in hell balanced.
So, if this is your problem, I'd say fix this problem :) Rev. PK has a houserule: "Costs Fatigue is worth -10% per level, to a maximum of -40%. If you have an advantage that would normally remain on indefinitely, you can take "Costs 1 FP per 10 seconds" for -20% or "Costs 1 FP per second" for -40%."
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Old 05-14-2016, 01:05 PM   #10
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Default Re: Sorcery: replacing fatigue cost with something else?

Quote:
Originally Posted by Bruno View Post
Energy Reserve 10 is 30 points.
"Costs ER Only" is an additional -5% kicker to Costs Fatigue.
If you go with that, that's balanced by the numbers.
Actually I just realized the problem with this is that unless you spend on average more than 300 points on Sorcery Spells, you are paying more then if you had no limitation at all.
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