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#1 |
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Join Date: Mar 2015
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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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#2 |
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Join Date: Sep 2004
Location: Canada
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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.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#3 | |
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Join Date: Mar 2015
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Quote:
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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#4 |
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Join Date: May 2013
Location: Ellicott City, MD
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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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#5 |
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Join Date: Apr 2015
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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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I run a low fantasy GURPS game: https://www.youtube.com/channel/UCdo...YLkfnhr3vYXpFg World details on Obsidian Portal: https://the-fall-of-brekhan.obsidian...ikis/main-page Last edited by VariousRen; 05-12-2016 at 09:38 PM. Reason: Edit: Sorcerous Empowerment not Magery. |
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#6 |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Replace Costs FP with Unreliable or Fickle because your god is lazy, too.
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#7 |
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Join Date: Oct 2004
Location: The former Chochenyo territory
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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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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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#8 |
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Join Date: Jun 2013
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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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#9 | |
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Join Date: Sep 2004
Location: Canada
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Quote:
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#10 |
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Join Date: Mar 2015
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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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| Tags |
| sorcery |
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