Thread: Gurps magic
View Single Post
  #8 (permalink)  
Old May 7th, 2008
Tywyll Tywyll is offline
Senior Member
 
Join Date: Apr 2008
Posts: 147
Default

Quote:
Originally Posted by peterb View Post
Well, that would certainly work. The main thing is to not make it too easy nor too difficult to play a inexperienced mage.
Definitely agree with that.


Quote:
I'll use the penalties. At high skill levels mages will be able to afford those penalties.
Sounds reasonable.

Quote:
I'm referring to the lower cost to maintain spells that good casters get. See below...

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.
I think that if the duration is staying to a minute (on average) especially if you allow other magic systems in the same game, you'd have to allow high skills to eventually drop the cost to 0, as you can in Gurps. There are still penalties for casting spells while maintaining others (-1 per spell you have active, so I'd guess that would be a -5%), I think there is still a self correcting element to it.
Reply With Quote