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Old 12-16-2011, 10:43 PM   #1
Rasputin
 
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Default Variable fatigue and casting time

Many spells have their "Time to cast" as "Equal to cost, in seconds." If you have high skill and therefore have both a casting cost and casting time reduction, in what order to you apply these to get the casting time? Example:

Bartislartfast the Lonely knows Create Object-22. He chooses to make a RealDoll. This weighs 70 lbs., so his base casting cost would be 28 FP. What is his casting time?

A) (28 FP - 2 FP (high skill))/2 = 13 seconds.
B) 28 FP/2 = 14 seconds (the divisor is the only casting time benefit).
C) That is one demented example.
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Old 12-17-2011, 08:21 AM   #2
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Default Re: Variable fatigue and casting time

I'd apply all reductions at the end, simultaneously, firstly calculating time and cost regardless of skill level. Doubling benefits seems too complicated to me.
In short, B: 14 sec. cast, 26 FP.
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Old 12-17-2011, 12:05 PM   #3
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Default Re: Variable fatigue and casting time

I would take the Rules from GURPS Powers (p. 101) on variable Const Fatigue, and apply them Takes Extra Time (TET). at least in concept, not math

because each level of TET is not an additional Second but a doubling

So Innate Attack With:
  • TET 1 = 2 Second (1 ready 1 attack)
  • TET 2 = 3 Second (2 ready 1 attack)
  • TET 3 = 5 Second (4 ready 1 attack)
  • TET 4 = 9 Second (8 ready 1 attack)
  • TET 5 = 17 Second (16 ready 1 attack)
  • TET 6 = 33 Second (32 ready 1 attack)
  • TET 7 = 65 Second (64 ready 1 attack)

So replicating Missile spells 3 rounds of prep ples 1 for throwing would be difficult for the last second
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Old 12-17-2011, 12:24 PM   #4
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Default Re: Variable fatigue and casting time

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Originally Posted by roguebfl View Post
I would take the Rules from GURPS Powers (p. 101) on variable Const Fatigue, and apply them Takes Extra Time (TET). at least in concept, not math
The Op appears to be talking about the default magic system and skill reduction bonuses for it not a Powers as magic thing.
And to the Op yeah I do it the same way as the first respondent and have only seen it doen that way.
Time reduction and energy reduction come off the end total.
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Old 12-17-2011, 12:38 PM   #5
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Default Re: Variable fatigue and casting time

Quote:
Originally Posted by Refplace View Post
The Op appears to be talking about the default magic system and skill reduction bonuses for it not a Powers as magic thing.
And to the Op yeah I do it the same way as the first respondent and have only seen it doen that way.
Time reduction and energy reduction come off the end total.
Well, I wanted to make sure that double-dipping to get the casting time down was a valid interpretation. I can see not letting the Fatigue reduction help on the casting time reduction, a separate benefit. At least in this example, the difference isn't much, but in the case of a mass spell, it might be pertinent to combat.
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Old 12-17-2011, 12:45 PM   #6
roguebfl
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Default Re: Variable fatigue and casting time

Quote:
Originally Posted by Refplace View Post
The Op appears to be talking about the default magic system and skill reduction bonuses for it not a Powers as magic thing.
And to the Op yeah I do it the same way as the first respondent and have only seen it doen that way.
Time reduction and energy reduction come off the end total.
In that case, I would no more build this house rule with a divisor any more high skill is divisor, but a simple reduction.

Further more I would link it Rituarla Requirmes

Skill 9 or less: Casting Time doubled doe to elaborate moment and firm voice incantations requirements
Skill 10-14: Listed time, abbreviated moments and words.
Skill 15-19: Listed time, abbreviated moments or words only.
Skill 20-24: Listed time, Concentration only.
Skill 25-26: Concentration only, casting time reduced by 1 second with a minimums of 1 second
Skill +5: for every 5 additional skill levels you may further reduce the casting time by 1 with the minim of 1 second.

Note most of that is simple a rewording of what high skill already does
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Old 12-18-2011, 09:17 AM   #7
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Default Re: Variable fatigue and casting time

Quote:
Originally Posted by Rasputin View Post
Many spells have their "Time to cast" as "Equal to cost, in seconds." If you have high skill and therefore have both a casting cost and casting time reduction, in what order to you apply these to get the casting time? Example:

Bartislartfast the Lonely knows Create Object-22. He chooses to make a RealDoll. This weighs 70 lbs., so his base casting cost would be 28 FP. What is his casting time?

A) (28 FP - 2 FP (high skill))/2 = 13 seconds.
B) 28 FP/2 = 14 seconds (the divisor is the only casting time benefit).
C) That is one demented example.
B) seems a more straightforward interpretation, but I kind of like A). A spell like Mass Sleep is basically useless in combat, even at skill 20, unless you use interpretation A).
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Old 12-18-2011, 02:06 PM   #8
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Default Re: Variable fatigue and casting time

Quote:
Originally Posted by Gnome View Post
B) seems a more straightforward interpretation, but I kind of like A). A spell like Mass Sleep is basically useless in combat, even at skill 20, unless you use interpretation A).
Well, Mass Sleep gets one second shaved off as well, dropping it from 3 seconds to 2 seconds (at a 2 hex radius), which will make some difference in combat, but spells like Mass Sleep are the reason I want a clarification. Pity it's the wrong time of year to get this into my head.
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