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#1 |
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Join Date: Nov 2012
Location: Australia WA
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This is why I tend to give players 10 levels of any Energy Reserve when they purchase the first level, if it isn't a campaign feature that everyone has at 10 to begin with. Limiting your character should never cost points.
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#2 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Why not just use Alternative Rituals (p. 7), which offer ways to completely negate the need to spend FP?
If that doesn't work, here's an excerpt from [REDACTED] that offers advice for removing Costs Fatigue from the Sorcery PM: . . . you have two options. The first is to find another ‑5% limitation that fits the mold; consider Nuisance Effect, where ‑5% can represent things like “Concentration causes throbbing veins and profuse sweat, for ‑1 to reactions,” “Must mutter a few words, so cannot use if gagged,” or “Requires simple movement, so cannot use if restrained.” The second is to recalculate the cost of each ability with a ‑10% PM instead of a ‑15% one; this avoids the issue of FP cost altogether, but obviously requires much more work. However, neither approach takes into account sorcery spells where Reduced Fatigue Cost was used to get an inherently fatiguing advantage’s FP cost down to 1 FP; in those cases, you’ll need to add another level of Reduced Fatigue Cost for a net +20%.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#3 |
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Join Date: Jun 2006
Location: Helmouth, The Netherlands
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I once played a singe scenario in which sorcey was evil. Each time you cast a spell, you gained a 1cp disadvantage. This could be anything from decreasing Appreance, Temperature intolerance, Mental diseases and modified (to be able to get the 1pt versions).
Was nice to see how some sorcerers who end up at the end of the scenario. |
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#4 |
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Join Date: Aug 2007
Location: Vermont, USA
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I would just replace the implied "Costs Fatigue, -5%" with a -5 point Required Disadvantage like Code of Honor, Honesty, Sense of Duty, Disciplines of Faith, or Vow (p. P21-23). Thus your sorcery is subject to the usual limitations of magic (no/low mana zones, anti-magic) and you have to stay in your god's good graces as well.
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#5 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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How about using Threshold magic?
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#6 | |
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Join Date: Feb 2016
Location: Melbourne, Australia (also known as zone Brisbane)
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Quote:
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#7 | |
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Join Date: Mar 2015
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Quote:
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#8 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Well, it's not so much "balance reasons" as that it will make sorcery feel less like magic and more like a super-power. Basically, without that 1 FP cost, there's zero "resource management" involved in sorcery; a sorcerer can cast spells nonstop, all day long, without wearing out. That's why I think just using Alternative Rituals is the best move; because that way they have other drawbacks that keep it all feeling more "sorcerous."
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#9 |
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Join Date: Sep 2004
Location: Montréal, Québec
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Using Alternative Rituals and Energy Reserve Only probably works, points-wise. Basically, no Sorcerer needs an ER, but it's good in emergencies.
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#10 | |
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Join Date: Mar 2015
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Quote:
P.S. Suprised you never brought up my issue with Energy Reverse costing more than not having any limitation at all. |
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| Tags |
| sorcery |
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