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#1 |
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Join Date: May 2008
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I have a mechanical question and a balance question conerning FP/ER regeneration:
Mechanical: How is FP/ER Regeneration affected by Recover Energy? I believe it's been stated that Very Fast Healing doubles the rate of HP Regeneration. Is there a similar effect with Recover Energy and FP/ER Regeneration? Balance: Is allowing Extreme FP/ER Regeneration for a mage broken? 150 points is a lot, but 10 energy per turn (more if the above works) to cast spells is pretty rediculous. |
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#2 |
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Join Date: Nov 2009
Location: Oregon
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Consider that Mana Enhancer 2 [100] allows a mage to cast spells effectively for free in a Normal Mana zone, and ME 3 [150] lets him do that in Low Mana. Mana Enhancer has the added utility of enabling spell casting in Zero Mana. Compared to that, regaining 10 energy per turn for [150] isn't so extreme.
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#3 | |
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Join Date: May 2008
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[Edit]: Also, how does mana Enhancer affect Blocking spells and maintaining spells? It specifies spells cast during your turn. Last edited by Goober4473; 05-01-2012 at 04:39 PM. |
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#4 |
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Join Date: Feb 2005
Location: Berkeley, CA
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#5 | ||
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Join Date: Nov 2009
Location: Oregon
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But back to your original question, I hadn't considered the effect of the Recover Energy spell on ER Regen. My first instinct is to say "no". After all, while HP 20+ will double your HP Regen rate, FP/ER Regen doesn't get the same boost for 20+ energy. Unless Kromm or someone rules otherwise, I think I'll keep it simple and say that Recover Energy only affects the character's natural recovery. In fact, on re-reading the spell's description, it doesn't say "doubles / quintuples recovery", but says "recover 1 FP per 5 minutes / 2 minutes". Last edited by vierasmarius; 05-01-2012 at 04:52 PM. |
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#6 | |
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Join Date: Aug 2007
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2. Let's say it's absolutely campaign altering and unlikely to mix well with msot other mage builds. Though I did contrast a Fire Wizard with ER:FP with a cleric who had spent about the same amount of pts on Energy Reserve. 50pts of Energy Reserve is kind of campaign altering too.
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Fred Brackin |
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#7 | |
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Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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So if you have Regeneration with no modifiers, it does not speed up the recovery of ER. If you have the appropriate modifiers, it does.
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The Times They Are A-Changing! Your income is about to change Pyramid #4/4: Fantasy/Magic II The Alchemists' Guild and much more GURPS Fantasy Folk: Elves My first GURPS supplement Last edited by Alden Loveshade; 05-01-2012 at 10:26 PM. Reason: fixed typo |
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#8 |
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Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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If you're in a game where mages have 150 extra points just to recover Energy Reserve faster (without recovering HP--that would cost 300 points), you're probably in a high-powered game and IMHO it likely won't be unbalancing. Let's face it, they could buy a heck of a lot with that extra 150 points (Magery 15+, anyone?)
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The Times They Are A-Changing! Your income is about to change Pyramid #4/4: Fantasy/Magic II The Alchemists' Guild and much more GURPS Fantasy Folk: Elves My first GURPS supplement |
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#9 | |
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Join Date: Mar 2011
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Lets say our we have an IQ 13 Magery 4 mage. Has a bunch of spells at 15. Now he chooses something to sink 150 points into. Consider 50 ER? Well now can cast big spells. Enslave, create elemental bless 2, and really any other costly spell is now in his range. Oh and 60ish energy allows for some nice enchantments too. How about 15 levels of magery? Oh look haste 4, grace, shield 4, armor 4, reverse missiles, hawk flight, body of X, keen (sense) 8, alertness 4, ect. Our regenerating FP friend can't maintain all those spells. (Or cast while those spells are active). How about a more limited ER? Say special recharge-70%, -10% nuisance effect. That allows for ER up to 250 easy. Just like the 50 point ER except you can produce golems, wishes, stupidly large elements, wishes, and generally nice enchantments. So yes, if you sink 150 points into a single ability its really good. So while buying a 150 point ability gives a really good ability, |
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#10 | |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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or as part of a Magic staff Breakable with either DR 2 or less (-20%), not especially reparable (-15%), and -15% for size. Can Be Stolen, -30% for [30] |
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