JimAde
First Post
I voted "roll vs. target number" but I would add "while possibly using up a resource." For example, Hero system magic is usually built as requiring a skill roll and using up endurance. With GM permission, you can buy spells that don't use endurance (or don't require a skill roll, or both), but they are more expensive to acquire (take more character points).
GURPS does something similar, but there you avoid fatigue by having a high enough value in the spell.
I like the idea of a mage who can cast minor magics all day long, but can seriously tax (or even injure) himself with more advance magics.
GURPS does something similar, but there you avoid fatigue by having a high enough value in the spell.
I like the idea of a mage who can cast minor magics all day long, but can seriously tax (or even injure) himself with more advance magics.