Hi all,
I've got a few slightly unusual races knocking around in a setting I'm cooking up, and wondered how they might interact with The Last Gasp.
The first race are basically golems (the stone kind, not the ring-hoarding kind). So I'd treat them as machines for the purposes of The Last Gasp, giving them levels of AP Regeneration equal to their AP reserve. My questions are: Firstly, how well play-tested was AP Regeneration? It seems extraordinarily expensive, I know it gives a lot of benefits, and characters with it won't typically need a particularly large AP Reserve, but it still seems very expensive. Secondly, how does AP Regeneration interact with bonus AP for high skill during flurries? It seems that someone with say an AP reserve of 1, and one level of AP Regeneration could start and end a flurry every turn, if he gets bonus AP from skill to spend during that flurry, then AP Regeneration might actually be underpriced.
The second race are plant-people, they like CO2, sunlight, and fertile soil. So the question is: If a plant was capable of moving of it's own volition, how would it fatigue? This one baffles me somewhat. I'm not necessarily expecting an answer based on scientific principles, though that'd be great, but any ideas to differentiate them from animals are useful.
My final question is related to one of my races, but covers a lot. How might one go about balancing The Last Gasp with Ritual Path Magic? As it stands Ritual Path Magic requires no energy on the part of the caster. The alternative it provides is balanced with the normal system of fatigue in GURPS, but TLG is much tougher on the player. My first thought is to make every energy accumulation roll cost AP, but I'm not sure how much, and I'd be happy to here any other ideas.
That about wraps things up. Thanks for any help you may be able to provide.
I've got a few slightly unusual races knocking around in a setting I'm cooking up, and wondered how they might interact with The Last Gasp.
The first race are basically golems (the stone kind, not the ring-hoarding kind). So I'd treat them as machines for the purposes of The Last Gasp, giving them levels of AP Regeneration equal to their AP reserve. My questions are: Firstly, how well play-tested was AP Regeneration? It seems extraordinarily expensive, I know it gives a lot of benefits, and characters with it won't typically need a particularly large AP Reserve, but it still seems very expensive. Secondly, how does AP Regeneration interact with bonus AP for high skill during flurries? It seems that someone with say an AP reserve of 1, and one level of AP Regeneration could start and end a flurry every turn, if he gets bonus AP from skill to spend during that flurry, then AP Regeneration might actually be underpriced.
The second race are plant-people, they like CO2, sunlight, and fertile soil. So the question is: If a plant was capable of moving of it's own volition, how would it fatigue? This one baffles me somewhat. I'm not necessarily expecting an answer based on scientific principles, though that'd be great, but any ideas to differentiate them from animals are useful.
My final question is related to one of my races, but covers a lot. How might one go about balancing The Last Gasp with Ritual Path Magic? As it stands Ritual Path Magic requires no energy on the part of the caster. The alternative it provides is balanced with the normal system of fatigue in GURPS, but TLG is much tougher on the player. My first thought is to make every energy accumulation roll cost AP, but I'm not sure how much, and I'd be happy to here any other ideas.
That about wraps things up. Thanks for any help you may be able to provide.
Non-Human Races, Ritual Path Magic and The Last Gasp
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