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

Reply
 
Thread Tools Display Modes
Old 11-17-2024, 04:34 PM   #21
ericbsmith
 
ericbsmith's Avatar
 
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
Default Re: FP Problems

Quote:
Originally Posted by FredrikJ View Post
Energy Reserve (Source) from GURPS Powers p. 119.
It also shows up in several other books after the general idea was introduced in Powers, including Thaumatology p. 50, Dungeon Fantasy 3 p. 38-39, and likely several other places. Energy Reserve has become a staple advantage that would likely be incorporated into the base rules in a new edition.
__________________
Eric B. Smith GURPS Data File Coordinator
GURPSLand
I shall pull the pin from this healing grenade and...
Kaboom-baya.
ericbsmith is offline   Reply With Quote
Old 11-17-2024, 05:15 PM   #22
Plane
 
Join Date: Aug 2018
Default Re: FP Problems

Quote:
Originally Posted by Varyon View Post
I'm not certain what you mean by "only recover via the Source," but that's not what Special Recharge -70% does. Rather, it makes it so your ER doesn't recover over time but only from singular events that would restore FP - it explicitly mentions DR with Absorption, Leech, and the Steal Energy spell. I would allow Lend Energy to work as well. It's up to the GM if paut would work.
Paut sounds like a good idea given how much work it takes to make them and how there's daily limits and stuff.

Basically those "Alternate Power Stores" in Thaumatology (T52) or anything classified as "External Energy" (the "can't use" limitation on T23 or "External Sources Only" on T24) sounds like a good bet for that.

Lend Energy is an interesting thing since there's actually nothing I can find preventing you from self-casting it as a rapid-regeneration hack, or of building out-of-body energy stores that can return to you later via Hang Spell and similar. It's way easier to use than Steal Energy that's for sure.
__________________
what this forum is
(17 March 2020 forum rules from Hackard)
Plane is offline   Reply With Quote
Old 11-17-2024, 07:24 PM   #23
tshiggins
 
tshiggins's Avatar
 
Join Date: Aug 2004
Location: Denver, Colorado
Default Re: FP Problems

Quote:
Originally Posted by RGTraynor View Post
70 point campaign, 22 spells? Yikes. You can't afford to have 22 spells.

If I were going to build a mage on 70 pts -- which is pretty damn painful, 4th edition -- you can neither afford 22 spells nor some of the other options people are suggesting, like putting points into melee skills.

(SNIP)
In 4th Edition, 70 points doesn't make anybody an "adventurer." They're basically working schmucks who go to regular jobs, every day. A journeyman (*not* a master) blacksmith who spends most of his time making horseshoes, nails, fasteners and buckles; a yeoman farmer with rights to enough land that he can feed a family and owes his lord one day of labor per week; a young peasant woman with a couple of kids who tends a garden, spins fibers into yarn and once a month or so brews up a barrel of ale and has a "tavern" night where she trades drinks for eggs and such.

A 70-point campaign is "small town local heroes" at best where the whole town turns out to fight a half-dozen orcs, and the arrival of a boat-load of vikings is cause for blind, screaming terror.

For my Facets campaign that ended a couple of years back, I wanted characters equivalent to those in the pilot episode of an action-adventure TV show -- the ones who didn't get killed off to demonstrate the danger of the situation in which they unexpectedly found themselves.

At about 125 points, modern-day characters can be pretty good at their current jobs, and have either military experience, university educations or oddball hobbies (but probably only one of those three options) that give them a survival edge.

So, I went with that point total, and then I dropped Magery 0 on each character by GM fiat after the first couple of game sessions, since that was the point of the whole campaign.

In a more traditional fantasy setting, 125 points means a man-at-arms with some decent martial skills (enough to not get turned into chutney on the battle-field, and likely to prevail in a bar-fight), and maybe a decent chain hauberk over his leather armor; an archer/ranger who can actually make a living as a huntsman for a noble; a decent spy/second-story man; or a mage who makes a decent living brewing potions and casting minor enchantments, while also able to roast somebody if he or she absolutely must.

Four or five such characters might be able to take out a half-dozen combat-optimized orcs with lots of ST and HT, high-pain thresholds, decent armor and good weapon skills; and seven or so might be able to defend a village of peasants against a couple dozen 70-90 point bandits -- if they come up with a good plan and have enough time to make preparations.
__________________
--
MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1]
"Some days, I just don't know what to think." -Daryl Dixon.

Last edited by tshiggins; 11-17-2024 at 07:45 PM.
tshiggins is offline   Reply With Quote
Old 11-17-2024, 07:32 PM   #24
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: FP Problems

Quote:
Originally Posted by RGTraynor View Post
In the end, I'd really try to talk the GM into a more reasonable point total for the campaign. 70 would have been damn onerous in 3rd edition, and it's damn near impossible for 4th. I've been starting parties at 135 in recent years.
I haven't found that to be the case. My lowest point campaign had a base of 75 points. That was a test run of my setting Worminghall (available as a supplement) in which all the player characters were magic students at a medieval university; I allowed them up to 37 points in disadvantages. Of course, they weren't going out and fighting monsters or having adventures, at least not frequently! Some of them started out with no spells, and learned some in the course of play; some of them had from 1 to 4 points in spells at start. My players seemed to enjoy the campaign!

(By the time the campaign ended they had an average of 29 points from experience and 10 points from training.)

But I do agree with the narrower point that adventurer-grade characters should be built on about twice as many points as the OP mentions.
__________________
Bill Stoddard

I don't think we're in Oz any more.
whswhs is online now   Reply With Quote
Old 11-17-2024, 07:35 PM   #25
Outlaw
 
Join Date: Dec 2022
Default Re: FP Problems

Quote:
Originally Posted by Fini View Post
The enemies we are facing are like zombies that are slow and have no reasoning, so the GM allows me to make a hole in the ground and cover it up, burying and suffocating them. My group currently has 5 players, 1 of which is a Ranger who uses a bow, a fighter who uses a little magic, a Knight, a Dwarf who fights with an ax and I who am the only one totally focused on pure magic.
IIRC, zombies don't breathe so you can't suffocate them. Burying them will do the trick though, not necessarily forever.

"Totally focused on pure magic" will be a very tough row to hoe with a 70pt character. A staff is a reasonable weapon if you use the 2 yard reach and techniques (ie, take down) to your advantage. Additionally, it has +2 to parry. Don't try and kill everything with magic.

It sounds like your GM might be an old school D&D player. I wonder if he still has has Basic Set gear.

--Outlaw
Outlaw is offline   Reply With Quote
Old 11-17-2024, 07:51 PM   #26
tshiggins
 
tshiggins's Avatar
 
Join Date: Aug 2004
Location: Denver, Colorado
Default Re: FP Problems

Quote:
Originally Posted by Outlaw View Post
IIRC, zombies don't breathe so you can't suffocate them. Burying them will do the trick though, not necessarily forever.

(SNIP)

--Outlaw
I did a demonstration one-shot with 75-point normals against a horde of zombies who attacked a parking garage where an illegal "Fight Club" meeting was taking place.

That worked out okay, but the characters weren't there to try to fight all the zombies. They had to get to their vehicles, ram them through the horde without losing control, and knock off any zombies who got good holds on the cars.

The players had a good time because the situation was (barely) manageable, and everybody understood the goal was to escape, not to take out all the zombies.
__________________
--
MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1]
"Some days, I just don't know what to think." -Daryl Dixon.
tshiggins is offline   Reply With Quote
Old 11-18-2024, 04:53 AM   #27
FredrikJ
 
Join Date: Feb 2021
Default Re: FP Problems

Quote:
Originally Posted by Varyon View Post
I'm not certain what you mean by "only recover via the Source," but that's not what Special Recharge -70% does. Rather, it makes it so your ER doesn't recover over time but only from singular events that would restore FP - it explicitly mentions DR with Absorption, Leech, and the Steal Energy spell. I would allow Lend Energy to work as well. It's up to the GM if paut would work.
I read that "Skills connected to the ER’s source can help replenish it. For
instance, the Recover Energy spell (p. B248) improves the recharge rate
of ER (Magic). Abilities of that source can also help." means that skills and abilities of a specific source can be used to regain ER points of the same source.

In the case of Special Recharge and Recover Energy you are correct. No recovery 'over time', is still no recovery 'over time' even if the time ticks are dropped from 10 to 5 or 2...
FredrikJ is offline   Reply With Quote
Old 11-18-2024, 09:11 AM   #28
Tinman
 
Tinman's Avatar
 
Join Date: Feb 2007
Location: New York City
Default Re: FP Problems

To the OP, it sounds like you might be using a "bad" spell for attacking the undead. It has a high fp cost. Try using a spell that might be more efficient.
Try using stone missile, for 2fp you can do 2d+2cr damage.
Tinman is offline   Reply With Quote
Old 11-18-2024, 11:25 AM   #29
Culture20
 
Join Date: Feb 2014
Default Re: FP Problems

If you want an Energy Reserve at a discount, you can also try gadget limitations to make a quasi-powerstone. It'll recharge in parallel with your FP and any innate ER, which can be handy, and much faster than powerstones. Another thing to consider is a few more small powerstones. A common trick is to give other PCs a powerstone each so that they charge in parellel, and the mage can put two powerstones at each end of a six foot staff to make them both charge in parallel to. Several 2-3 point powerstones are the fuel a mage uses for day to day work, because they'll get topped out quickly. Save your 13 point stone for big spells.

Ask your GM if sacrifices for mana are allowed in your magic system, especially financial sacrifices if your game's society is squeamish. Losing your gold ring might be worth it to cast a lifesaving spell for your group.
Culture20 is offline   Reply With Quote
Old 11-18-2024, 11:35 AM   #30
Varyon
 
Join Date: Jun 2013
Default Re: FP Problems

Quote:
Originally Posted by Tinman View Post
To the OP, it sounds like you might be using a "bad" spell for attacking the undead. It has a high fp cost. Try using a spell that might be more efficient.
Try using stone missile, for 2fp you can do 2d+2cr damage.
Using the spell differently may also help. Burying the zombies only waist-deep - so long as they're buried rather than just dropping into a waist-deep hole (that is, they'll have to shift the dirt around to actually get out) - should cost roughly half as much and will likely immobilize them long enough for your allies to deal with their buddies, and those who fail to climb out on their own before their buddies are done for are primed to have their exposed skulls bashed in.
__________________
GURPS Overhaul
Varyon is online now   Reply With Quote
Reply

Tags
energy cost, magery, magic

Thread Tools
Display Modes

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 01:16 PM.


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