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Originally Posted by Tywyll
Actually, it's a bit wonky since technically skills that are a 0% are just that, and you have to buy them from there. Spells would, assumedly, start at 0 unless you bought them, at which they become 30% or whatever the new base is.
You could perhaps do something like the MRQ version, wherein you spend 10 skill points at which you gain the skill at INT+POW, and VHard Spells at (Int+Pow)/2. Then add Magery perhaps?
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Well, that would certainly work. The main thing is to not make it too easy nor too difficult to play a inexperienced mage.
Quote:
Originally Posted by Tywyll
At what point would you become immune to those penalties though? As I understand it, you simply can't cast those spells without doing those gestures and rituals, until a certain level of skill at which point you lose those requirements, but you aren't able to cast without the rituals. Or would you simply use the limitations instead?
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I'll use the penalties. At high skill levels mages will be able to afford those penalties.
Quote:
Originally Posted by Tywyll
Lower casting cost? The spells cost seems about the same between the two systems. Sometimes mush more (Protection costing 2xpt of protection and only lasting a minute!).
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I'm referring to the lower cost to maintain spells that good casters get. See below...
Quote:
Originally Posted by Tywyll
That doesn't seem particularly fair to the casters, unless you are keeping the rules that at a certain level of skill you can reduce the maintenance cost of a spell (15 or higher in gurps reduces the maintenance by 1 per round, allowing many protective spells to be maintained for free, ). When would that kick in? 75% for -1(15)? 100% for -2(20)? 125% for -3(25)?
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I would use the reduced maintenance cost rule. Multiplying a Gurps skill level by 5 (as you did seems the right thing), so yes: at 75% the maintenance cost is reduced by 1, at 100% by 2 and at every additional 25 percentiles of skill by an aditional one point. The minimum cost would, still, be 1.