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<blockquote data-quote="mmadsen" data-source="post: 4556742" data-attributes="member: 1645"><p>I suspect players would balk if they failed a save to keep casting. "Sorry, you're done for the day."</p><p></p><p>S. John Ross actually came up with an excellent alternative mechanic for spellcasting in GURPS, which typically used a standard spell-point ("mana") system. He called it <a href="http://www.io.com/~sjohn/unlimited-mana.htm" target="_blank">Unlimited Mana</a>: <p style="margin-left: 20px">Fantasy novels that feature such levels of power rarely have mages that get ``tired out'' by magic. Instead, extreme effects threaten the fabric of the universe, creating a situation in which wizards can create true miracles in times of need, but do not use their powers frivolously. When their companions ask for more magic, they will drone cryptically "To draw too deeply on my Gift can lead to madness and death. Do not demand of me what you do not comprehend."</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Fantasy writers need character balance as much as GMs do. While it's exiting to establish that a sorcerer can wreak serious havoc when needed, it's boring to let him overshadow the rest of the characters. That cryptic doubletalk exists as a handy plot device, no less than the wizard himself.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">This approach to magic has been left untouched in gaming, and for good reason. It's easy for a writer to create a wizard that will be prudent with his arcane wisdom. Trying to get an ambitious fantasy gamer (even a well-meaning one) to do the same is risky at best. GURPS has no such bounds, however. The magic system is flexible enough to permit Unlimited Mana that will balance in ANY fantasy campaign, even the lowest of "low fantasy!"</p><p>How does it work? <p style="margin-left: 20px">Every mage has a Threshold (Thresh) score -- this defines the safe limits of his magic. If his tally remains at or below his Thresh, everything is fine. If his tally exceed his Thresh, Bad Things can happen, and the mage must roll on the Calamity Table.</p><p>This turns ""Sorry, you're done for the day," into "Are you sure you want to do that?"</p></blockquote><p></p>
[QUOTE="mmadsen, post: 4556742, member: 1645"] I suspect players would balk if they failed a save to keep casting. "Sorry, you're done for the day." S. John Ross actually came up with an excellent alternative mechanic for spellcasting in GURPS, which typically used a standard spell-point ("mana") system. He called it [url=http://www.io.com/~sjohn/unlimited-mana.htm]Unlimited Mana[/url]: [Indent]Fantasy novels that feature such levels of power rarely have mages that get ``tired out'' by magic. Instead, extreme effects threaten the fabric of the universe, creating a situation in which wizards can create true miracles in times of need, but do not use their powers frivolously. When their companions ask for more magic, they will drone cryptically "To draw too deeply on my Gift can lead to madness and death. Do not demand of me what you do not comprehend." Fantasy writers need character balance as much as GMs do. While it's exiting to establish that a sorcerer can wreak serious havoc when needed, it's boring to let him overshadow the rest of the characters. That cryptic doubletalk exists as a handy plot device, no less than the wizard himself. This approach to magic has been left untouched in gaming, and for good reason. It's easy for a writer to create a wizard that will be prudent with his arcane wisdom. Trying to get an ambitious fantasy gamer (even a well-meaning one) to do the same is risky at best. GURPS has no such bounds, however. The magic system is flexible enough to permit Unlimited Mana that will balance in ANY fantasy campaign, even the lowest of "low fantasy!"[/Indent]How does it work? [Indent]Every mage has a Threshold (Thresh) score -- this defines the safe limits of his magic. If his tally remains at or below his Thresh, everything is fine. If his tally exceed his Thresh, Bad Things can happen, and the mage must roll on the Calamity Table.[/Indent]This turns ""Sorry, you're done for the day," into "Are you sure you want to do that?" [/QUOTE]
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