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Why should I use a big powerstone instead of smaller ones?


Can players use crafting to improve beloved magic items instead of churning gear?Why use a pistol instead of a rifle?The use of an intelligent magical item. When is it appropriate and how powerful should it be?Why can't my monk use the Frost Unarmed Attack +1?How can I see what's nearby on the Plane of Shadow?Can I use a Light spell instead of oil in a Lantern of Revealing?How can I most clearly write a homebrew item that affects the ground below its radius after the initial explosion it creates?






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$begingroup$


I was wondering why powerstones rise quadratically in price and linear in value. Instead of a 10pt PS for 1,900$ I could get 3 5pt PS for 595$ each and save 115$ for having 5 extra net mana in the end.



I know that I can only use one powerstone per spell and it must be touched by the wizard. But this still seems to make smaller powerstones better if you're not going into really, really big spells. Or am I missing something?



EDIT: What I meant by "really, really big spells" was something like resurrection, i.e. extraordinary magical feats, but not boosting a spell. I only thought of putting more energy into a fireball or something, but apparently increasing the area of effect for area spells can easily increase the needed mana by a lot for a single, "simple" spell (I wasn't aware of this). Thanks for the answers!










share|improve this question












$endgroup$














  • $begingroup$
    Wait, could it be because of the 6 feet recharge rule? So, a 10pt PS would recharge 1 Manapoint per day, while 3 5pt PS would recharge 1 Manapoint each after 3 days, but not before that?
    $endgroup$
    – SK19
    Aug 2 at 7:27










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    Aug 2 at 7:49










  • $begingroup$
    @V2Blast Did I make a mistake or did you just write that because of "New contributor"?
    $endgroup$
    – SK19
    Aug 2 at 9:52






  • 4




    $begingroup$
    Welcome! V2's message is a pretty standard one for new contributors. I didn't see any glaring issues with your question. In fact, I'd say it's well above average for a question. You showed your research and pretty clearly stated your question.
    $endgroup$
    – Joel Harmon
    Aug 2 at 11:04










  • $begingroup$
    Yep, what Joel said. Just being welcoming in response to your first question :)
    $endgroup$
    – V2Blast
    Aug 2 at 15:03


















10














$begingroup$


I was wondering why powerstones rise quadratically in price and linear in value. Instead of a 10pt PS for 1,900$ I could get 3 5pt PS for 595$ each and save 115$ for having 5 extra net mana in the end.



I know that I can only use one powerstone per spell and it must be touched by the wizard. But this still seems to make smaller powerstones better if you're not going into really, really big spells. Or am I missing something?



EDIT: What I meant by "really, really big spells" was something like resurrection, i.e. extraordinary magical feats, but not boosting a spell. I only thought of putting more energy into a fireball or something, but apparently increasing the area of effect for area spells can easily increase the needed mana by a lot for a single, "simple" spell (I wasn't aware of this). Thanks for the answers!










share|improve this question












$endgroup$














  • $begingroup$
    Wait, could it be because of the 6 feet recharge rule? So, a 10pt PS would recharge 1 Manapoint per day, while 3 5pt PS would recharge 1 Manapoint each after 3 days, but not before that?
    $endgroup$
    – SK19
    Aug 2 at 7:27










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    Aug 2 at 7:49










  • $begingroup$
    @V2Blast Did I make a mistake or did you just write that because of "New contributor"?
    $endgroup$
    – SK19
    Aug 2 at 9:52






  • 4




    $begingroup$
    Welcome! V2's message is a pretty standard one for new contributors. I didn't see any glaring issues with your question. In fact, I'd say it's well above average for a question. You showed your research and pretty clearly stated your question.
    $endgroup$
    – Joel Harmon
    Aug 2 at 11:04










  • $begingroup$
    Yep, what Joel said. Just being welcoming in response to your first question :)
    $endgroup$
    – V2Blast
    Aug 2 at 15:03














10












10








10


1



$begingroup$


I was wondering why powerstones rise quadratically in price and linear in value. Instead of a 10pt PS for 1,900$ I could get 3 5pt PS for 595$ each and save 115$ for having 5 extra net mana in the end.



I know that I can only use one powerstone per spell and it must be touched by the wizard. But this still seems to make smaller powerstones better if you're not going into really, really big spells. Or am I missing something?



EDIT: What I meant by "really, really big spells" was something like resurrection, i.e. extraordinary magical feats, but not boosting a spell. I only thought of putting more energy into a fireball or something, but apparently increasing the area of effect for area spells can easily increase the needed mana by a lot for a single, "simple" spell (I wasn't aware of this). Thanks for the answers!










share|improve this question












$endgroup$




I was wondering why powerstones rise quadratically in price and linear in value. Instead of a 10pt PS for 1,900$ I could get 3 5pt PS for 595$ each and save 115$ for having 5 extra net mana in the end.



I know that I can only use one powerstone per spell and it must be touched by the wizard. But this still seems to make smaller powerstones better if you're not going into really, really big spells. Or am I missing something?



EDIT: What I meant by "really, really big spells" was something like resurrection, i.e. extraordinary magical feats, but not boosting a spell. I only thought of putting more energy into a fireball or something, but apparently increasing the area of effect for area spells can easily increase the needed mana by a lot for a single, "simple" spell (I wasn't aware of this). Thanks for the answers!







magic-items gurps-4e






share|improve this question
















share|improve this question













share|improve this question




share|improve this question








edited Aug 3 at 17:35







SK19

















asked Aug 2 at 7:23









SK19SK19

1536 bronze badges




1536 bronze badges














  • $begingroup$
    Wait, could it be because of the 6 feet recharge rule? So, a 10pt PS would recharge 1 Manapoint per day, while 3 5pt PS would recharge 1 Manapoint each after 3 days, but not before that?
    $endgroup$
    – SK19
    Aug 2 at 7:27










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    Aug 2 at 7:49










  • $begingroup$
    @V2Blast Did I make a mistake or did you just write that because of "New contributor"?
    $endgroup$
    – SK19
    Aug 2 at 9:52






  • 4




    $begingroup$
    Welcome! V2's message is a pretty standard one for new contributors. I didn't see any glaring issues with your question. In fact, I'd say it's well above average for a question. You showed your research and pretty clearly stated your question.
    $endgroup$
    – Joel Harmon
    Aug 2 at 11:04










  • $begingroup$
    Yep, what Joel said. Just being welcoming in response to your first question :)
    $endgroup$
    – V2Blast
    Aug 2 at 15:03

















  • $begingroup$
    Wait, could it be because of the 6 feet recharge rule? So, a 10pt PS would recharge 1 Manapoint per day, while 3 5pt PS would recharge 1 Manapoint each after 3 days, but not before that?
    $endgroup$
    – SK19
    Aug 2 at 7:27










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    Aug 2 at 7:49










  • $begingroup$
    @V2Blast Did I make a mistake or did you just write that because of "New contributor"?
    $endgroup$
    – SK19
    Aug 2 at 9:52






  • 4




    $begingroup$
    Welcome! V2's message is a pretty standard one for new contributors. I didn't see any glaring issues with your question. In fact, I'd say it's well above average for a question. You showed your research and pretty clearly stated your question.
    $endgroup$
    – Joel Harmon
    Aug 2 at 11:04










  • $begingroup$
    Yep, what Joel said. Just being welcoming in response to your first question :)
    $endgroup$
    – V2Blast
    Aug 2 at 15:03
















$begingroup$
Wait, could it be because of the 6 feet recharge rule? So, a 10pt PS would recharge 1 Manapoint per day, while 3 5pt PS would recharge 1 Manapoint each after 3 days, but not before that?
$endgroup$
– SK19
Aug 2 at 7:27




$begingroup$
Wait, could it be because of the 6 feet recharge rule? So, a 10pt PS would recharge 1 Manapoint per day, while 3 5pt PS would recharge 1 Manapoint each after 3 days, but not before that?
$endgroup$
– SK19
Aug 2 at 7:27












$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
Aug 2 at 7:49




$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
Aug 2 at 7:49












$begingroup$
@V2Blast Did I make a mistake or did you just write that because of "New contributor"?
$endgroup$
– SK19
Aug 2 at 9:52




$begingroup$
@V2Blast Did I make a mistake or did you just write that because of "New contributor"?
$endgroup$
– SK19
Aug 2 at 9:52




4




4




$begingroup$
Welcome! V2's message is a pretty standard one for new contributors. I didn't see any glaring issues with your question. In fact, I'd say it's well above average for a question. You showed your research and pretty clearly stated your question.
$endgroup$
– Joel Harmon
Aug 2 at 11:04




$begingroup$
Welcome! V2's message is a pretty standard one for new contributors. I didn't see any glaring issues with your question. In fact, I'd say it's well above average for a question. You showed your research and pretty clearly stated your question.
$endgroup$
– Joel Harmon
Aug 2 at 11:04












$begingroup$
Yep, what Joel said. Just being welcoming in response to your first question :)
$endgroup$
– V2Blast
Aug 2 at 15:03





$begingroup$
Yep, what Joel said. Just being welcoming in response to your first question :)
$endgroup$
– V2Blast
Aug 2 at 15:03











2 Answers
2






active

oldest

votes


















14
















$begingroup$

@JohnDallman gave a good answer about why larger stones cost quadratically more -- but why would a large Powerstone be worth that exorbitant cost?



Because, for a single casting, you can only draw on a single powerstone -- that doesn't make much difference if you need to cast one spell and can rest up afterward, or don't need to draw a lot from the Powerstones and can do most of the casting from your own FP and Energy Reserve (if you have the latter).



On the other hand, if you want to cast a spell like, say, Resurrection (ethical concerns re: necromancy aside), which costs 30 FP, you need at least an 8 point Powerstone even if you have HT 12 (hence base 12 FP), 3 points of Extra Fatigue (Spellcasting) and a 10 point Energy Reserve (which would be a pretty good caster, likely above 250 points total). A handful of two point stones won't get poor Edgar the Unlucky back on his feet...



This also applies to large Area spells. If you manage to sneak up on a room full of goblins, and want to take them all down at once, you need your Stench to fill the whole room -- and at 2 points per hex of radius, that adds up to more fatigue than most beginning casters can expend at once. Even a 2-point Powerstone won't let you pull off that 7-radius spell -- you're going to need a five pointer to stay functional after casting.






share|improve this answer












$endgroup$














  • $begingroup$
    FP is based on HT, not ST in 4e, and there's a preference to call those Fatigue Points (FP) and not the ambiguous 'Fatigue'. (I can't currently comment on whether spells are the same in 4e, but that part is likely fine.) Also, generally, 'ER' (Energy Reserve) is the more formal term for a mana pool at least in 'regular' GURPS (I don't remember whether DF uses 'mana' as a term.)
    $endgroup$
    – vicky_molokh
    Aug 2 at 11:55







  • 2




    $begingroup$
    DF does use "mana" and "mana pool", as I recall, but DFRPG might not (the game I'm in started as 4e/DF and "upgraded" to DFRPG (about 95%, anyway) when it came out. I'll really miss affordable Cornucopia Quivers...
    $endgroup$
    – Zeiss Ikon
    Aug 2 at 12:02










  • $begingroup$
    It seems I greatly underestimated the potential cost of area spells, as they are hardly used in my campains. This explains it very much!
    $endgroup$
    – SK19
    Aug 3 at 17:30










  • $begingroup$
    @SK19 Yep, a spell you can cast for free (due to skill discount) for a single hex can be exhausting, even crippling, if you make it big enough to cover a large room.
    $endgroup$
    – Zeiss Ikon
    Aug 3 at 19:09


















16
















$begingroup$

The quadratic pricing comes from the enchantment rules. Powerstones are made by taking a gem, making it into a 1-point stone, making that into a 2-point, and so on. But there's a chance of failure on each operation, which gives the 'stone a quirk, and critical failure will destroy it. There's an example on p. 17 of GURPS Magic, while the full enchantment description is on pp. 69-70.



The 6-foot recharge rule means that you have to let powerstones out of your immediate control to get them to recharge as quickly as possible. That makes larger 'stones more attractive, simply because it's easier to keep track of them. This applies both to their energy content (fewer things to track) and their location, especially if other members of your party, carrying your stones to separate them for charging, get bored and start swapping them around. Been there, done that.



Since spellcasting energy is the primary resource-tracking that GURPS magicians have to do, some players are happy to cope with complexity if it gets you more total power for less money, while other prefer to keep things simple.



"Quirks" are individual peculiarities of powerstones, named by analogy with the quirks (1-point disadvantages) of GURPS characters. Most of them are restrictions on the stone's recharging or its usage. A badly quirked stone might only recharge while immersed in flowing water, but only be usable for casting fire college spells at night-time. The GM creates stones' quirks in any way they find appropriate.



Adventurers generally prefer Powerstones without quirks, and usually have the money to pay for them. Magicians who don't adventure can have physical security for keeping their 'stones safe while recharging, and can more easily cope with quirked stones, because their working environment is more predictable.



Having an aspect of the game be an emergent property of the (fairly simple) enchantment rules, rather than changing the rules to produce a specific style of gameplay is an example of the difference in philosophy between GURPS and modern editions of D&D. It did happen that way round: the calculations for Powerstone costs were done for an article in Roleplayer magazine, some time after the enchantment rules were first published.



I left out expensive spells because the OP was discounting them, but @Zeiss Ikon's answer shows how you can suddenly find yourself needing an extra 10 or 20 energy, and a medium-large powerstone is a life-saver under those circumstances.






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    2 Answers
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    2 Answers
    2






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    14
















    $begingroup$

    @JohnDallman gave a good answer about why larger stones cost quadratically more -- but why would a large Powerstone be worth that exorbitant cost?



    Because, for a single casting, you can only draw on a single powerstone -- that doesn't make much difference if you need to cast one spell and can rest up afterward, or don't need to draw a lot from the Powerstones and can do most of the casting from your own FP and Energy Reserve (if you have the latter).



    On the other hand, if you want to cast a spell like, say, Resurrection (ethical concerns re: necromancy aside), which costs 30 FP, you need at least an 8 point Powerstone even if you have HT 12 (hence base 12 FP), 3 points of Extra Fatigue (Spellcasting) and a 10 point Energy Reserve (which would be a pretty good caster, likely above 250 points total). A handful of two point stones won't get poor Edgar the Unlucky back on his feet...



    This also applies to large Area spells. If you manage to sneak up on a room full of goblins, and want to take them all down at once, you need your Stench to fill the whole room -- and at 2 points per hex of radius, that adds up to more fatigue than most beginning casters can expend at once. Even a 2-point Powerstone won't let you pull off that 7-radius spell -- you're going to need a five pointer to stay functional after casting.






    share|improve this answer












    $endgroup$














    • $begingroup$
      FP is based on HT, not ST in 4e, and there's a preference to call those Fatigue Points (FP) and not the ambiguous 'Fatigue'. (I can't currently comment on whether spells are the same in 4e, but that part is likely fine.) Also, generally, 'ER' (Energy Reserve) is the more formal term for a mana pool at least in 'regular' GURPS (I don't remember whether DF uses 'mana' as a term.)
      $endgroup$
      – vicky_molokh
      Aug 2 at 11:55







    • 2




      $begingroup$
      DF does use "mana" and "mana pool", as I recall, but DFRPG might not (the game I'm in started as 4e/DF and "upgraded" to DFRPG (about 95%, anyway) when it came out. I'll really miss affordable Cornucopia Quivers...
      $endgroup$
      – Zeiss Ikon
      Aug 2 at 12:02










    • $begingroup$
      It seems I greatly underestimated the potential cost of area spells, as they are hardly used in my campains. This explains it very much!
      $endgroup$
      – SK19
      Aug 3 at 17:30










    • $begingroup$
      @SK19 Yep, a spell you can cast for free (due to skill discount) for a single hex can be exhausting, even crippling, if you make it big enough to cover a large room.
      $endgroup$
      – Zeiss Ikon
      Aug 3 at 19:09















    14
















    $begingroup$

    @JohnDallman gave a good answer about why larger stones cost quadratically more -- but why would a large Powerstone be worth that exorbitant cost?



    Because, for a single casting, you can only draw on a single powerstone -- that doesn't make much difference if you need to cast one spell and can rest up afterward, or don't need to draw a lot from the Powerstones and can do most of the casting from your own FP and Energy Reserve (if you have the latter).



    On the other hand, if you want to cast a spell like, say, Resurrection (ethical concerns re: necromancy aside), which costs 30 FP, you need at least an 8 point Powerstone even if you have HT 12 (hence base 12 FP), 3 points of Extra Fatigue (Spellcasting) and a 10 point Energy Reserve (which would be a pretty good caster, likely above 250 points total). A handful of two point stones won't get poor Edgar the Unlucky back on his feet...



    This also applies to large Area spells. If you manage to sneak up on a room full of goblins, and want to take them all down at once, you need your Stench to fill the whole room -- and at 2 points per hex of radius, that adds up to more fatigue than most beginning casters can expend at once. Even a 2-point Powerstone won't let you pull off that 7-radius spell -- you're going to need a five pointer to stay functional after casting.






    share|improve this answer












    $endgroup$














    • $begingroup$
      FP is based on HT, not ST in 4e, and there's a preference to call those Fatigue Points (FP) and not the ambiguous 'Fatigue'. (I can't currently comment on whether spells are the same in 4e, but that part is likely fine.) Also, generally, 'ER' (Energy Reserve) is the more formal term for a mana pool at least in 'regular' GURPS (I don't remember whether DF uses 'mana' as a term.)
      $endgroup$
      – vicky_molokh
      Aug 2 at 11:55







    • 2




      $begingroup$
      DF does use "mana" and "mana pool", as I recall, but DFRPG might not (the game I'm in started as 4e/DF and "upgraded" to DFRPG (about 95%, anyway) when it came out. I'll really miss affordable Cornucopia Quivers...
      $endgroup$
      – Zeiss Ikon
      Aug 2 at 12:02










    • $begingroup$
      It seems I greatly underestimated the potential cost of area spells, as they are hardly used in my campains. This explains it very much!
      $endgroup$
      – SK19
      Aug 3 at 17:30










    • $begingroup$
      @SK19 Yep, a spell you can cast for free (due to skill discount) for a single hex can be exhausting, even crippling, if you make it big enough to cover a large room.
      $endgroup$
      – Zeiss Ikon
      Aug 3 at 19:09













    14














    14










    14







    $begingroup$

    @JohnDallman gave a good answer about why larger stones cost quadratically more -- but why would a large Powerstone be worth that exorbitant cost?



    Because, for a single casting, you can only draw on a single powerstone -- that doesn't make much difference if you need to cast one spell and can rest up afterward, or don't need to draw a lot from the Powerstones and can do most of the casting from your own FP and Energy Reserve (if you have the latter).



    On the other hand, if you want to cast a spell like, say, Resurrection (ethical concerns re: necromancy aside), which costs 30 FP, you need at least an 8 point Powerstone even if you have HT 12 (hence base 12 FP), 3 points of Extra Fatigue (Spellcasting) and a 10 point Energy Reserve (which would be a pretty good caster, likely above 250 points total). A handful of two point stones won't get poor Edgar the Unlucky back on his feet...



    This also applies to large Area spells. If you manage to sneak up on a room full of goblins, and want to take them all down at once, you need your Stench to fill the whole room -- and at 2 points per hex of radius, that adds up to more fatigue than most beginning casters can expend at once. Even a 2-point Powerstone won't let you pull off that 7-radius spell -- you're going to need a five pointer to stay functional after casting.






    share|improve this answer












    $endgroup$



    @JohnDallman gave a good answer about why larger stones cost quadratically more -- but why would a large Powerstone be worth that exorbitant cost?



    Because, for a single casting, you can only draw on a single powerstone -- that doesn't make much difference if you need to cast one spell and can rest up afterward, or don't need to draw a lot from the Powerstones and can do most of the casting from your own FP and Energy Reserve (if you have the latter).



    On the other hand, if you want to cast a spell like, say, Resurrection (ethical concerns re: necromancy aside), which costs 30 FP, you need at least an 8 point Powerstone even if you have HT 12 (hence base 12 FP), 3 points of Extra Fatigue (Spellcasting) and a 10 point Energy Reserve (which would be a pretty good caster, likely above 250 points total). A handful of two point stones won't get poor Edgar the Unlucky back on his feet...



    This also applies to large Area spells. If you manage to sneak up on a room full of goblins, and want to take them all down at once, you need your Stench to fill the whole room -- and at 2 points per hex of radius, that adds up to more fatigue than most beginning casters can expend at once. Even a 2-point Powerstone won't let you pull off that 7-radius spell -- you're going to need a five pointer to stay functional after casting.







    share|improve this answer















    share|improve this answer




    share|improve this answer








    edited Aug 4 at 3:33









    V2Blast

    35.5k5 gold badges133 silver badges225 bronze badges




    35.5k5 gold badges133 silver badges225 bronze badges










    answered Aug 2 at 11:27









    Zeiss IkonZeiss Ikon

    11.6k1 gold badge22 silver badges64 bronze badges




    11.6k1 gold badge22 silver badges64 bronze badges














    • $begingroup$
      FP is based on HT, not ST in 4e, and there's a preference to call those Fatigue Points (FP) and not the ambiguous 'Fatigue'. (I can't currently comment on whether spells are the same in 4e, but that part is likely fine.) Also, generally, 'ER' (Energy Reserve) is the more formal term for a mana pool at least in 'regular' GURPS (I don't remember whether DF uses 'mana' as a term.)
      $endgroup$
      – vicky_molokh
      Aug 2 at 11:55







    • 2




      $begingroup$
      DF does use "mana" and "mana pool", as I recall, but DFRPG might not (the game I'm in started as 4e/DF and "upgraded" to DFRPG (about 95%, anyway) when it came out. I'll really miss affordable Cornucopia Quivers...
      $endgroup$
      – Zeiss Ikon
      Aug 2 at 12:02










    • $begingroup$
      It seems I greatly underestimated the potential cost of area spells, as they are hardly used in my campains. This explains it very much!
      $endgroup$
      – SK19
      Aug 3 at 17:30










    • $begingroup$
      @SK19 Yep, a spell you can cast for free (due to skill discount) for a single hex can be exhausting, even crippling, if you make it big enough to cover a large room.
      $endgroup$
      – Zeiss Ikon
      Aug 3 at 19:09
















    • $begingroup$
      FP is based on HT, not ST in 4e, and there's a preference to call those Fatigue Points (FP) and not the ambiguous 'Fatigue'. (I can't currently comment on whether spells are the same in 4e, but that part is likely fine.) Also, generally, 'ER' (Energy Reserve) is the more formal term for a mana pool at least in 'regular' GURPS (I don't remember whether DF uses 'mana' as a term.)
      $endgroup$
      – vicky_molokh
      Aug 2 at 11:55







    • 2




      $begingroup$
      DF does use "mana" and "mana pool", as I recall, but DFRPG might not (the game I'm in started as 4e/DF and "upgraded" to DFRPG (about 95%, anyway) when it came out. I'll really miss affordable Cornucopia Quivers...
      $endgroup$
      – Zeiss Ikon
      Aug 2 at 12:02










    • $begingroup$
      It seems I greatly underestimated the potential cost of area spells, as they are hardly used in my campains. This explains it very much!
      $endgroup$
      – SK19
      Aug 3 at 17:30










    • $begingroup$
      @SK19 Yep, a spell you can cast for free (due to skill discount) for a single hex can be exhausting, even crippling, if you make it big enough to cover a large room.
      $endgroup$
      – Zeiss Ikon
      Aug 3 at 19:09















    $begingroup$
    FP is based on HT, not ST in 4e, and there's a preference to call those Fatigue Points (FP) and not the ambiguous 'Fatigue'. (I can't currently comment on whether spells are the same in 4e, but that part is likely fine.) Also, generally, 'ER' (Energy Reserve) is the more formal term for a mana pool at least in 'regular' GURPS (I don't remember whether DF uses 'mana' as a term.)
    $endgroup$
    – vicky_molokh
    Aug 2 at 11:55





    $begingroup$
    FP is based on HT, not ST in 4e, and there's a preference to call those Fatigue Points (FP) and not the ambiguous 'Fatigue'. (I can't currently comment on whether spells are the same in 4e, but that part is likely fine.) Also, generally, 'ER' (Energy Reserve) is the more formal term for a mana pool at least in 'regular' GURPS (I don't remember whether DF uses 'mana' as a term.)
    $endgroup$
    – vicky_molokh
    Aug 2 at 11:55





    2




    2




    $begingroup$
    DF does use "mana" and "mana pool", as I recall, but DFRPG might not (the game I'm in started as 4e/DF and "upgraded" to DFRPG (about 95%, anyway) when it came out. I'll really miss affordable Cornucopia Quivers...
    $endgroup$
    – Zeiss Ikon
    Aug 2 at 12:02




    $begingroup$
    DF does use "mana" and "mana pool", as I recall, but DFRPG might not (the game I'm in started as 4e/DF and "upgraded" to DFRPG (about 95%, anyway) when it came out. I'll really miss affordable Cornucopia Quivers...
    $endgroup$
    – Zeiss Ikon
    Aug 2 at 12:02












    $begingroup$
    It seems I greatly underestimated the potential cost of area spells, as they are hardly used in my campains. This explains it very much!
    $endgroup$
    – SK19
    Aug 3 at 17:30




    $begingroup$
    It seems I greatly underestimated the potential cost of area spells, as they are hardly used in my campains. This explains it very much!
    $endgroup$
    – SK19
    Aug 3 at 17:30












    $begingroup$
    @SK19 Yep, a spell you can cast for free (due to skill discount) for a single hex can be exhausting, even crippling, if you make it big enough to cover a large room.
    $endgroup$
    – Zeiss Ikon
    Aug 3 at 19:09




    $begingroup$
    @SK19 Yep, a spell you can cast for free (due to skill discount) for a single hex can be exhausting, even crippling, if you make it big enough to cover a large room.
    $endgroup$
    – Zeiss Ikon
    Aug 3 at 19:09













    16
















    $begingroup$

    The quadratic pricing comes from the enchantment rules. Powerstones are made by taking a gem, making it into a 1-point stone, making that into a 2-point, and so on. But there's a chance of failure on each operation, which gives the 'stone a quirk, and critical failure will destroy it. There's an example on p. 17 of GURPS Magic, while the full enchantment description is on pp. 69-70.



    The 6-foot recharge rule means that you have to let powerstones out of your immediate control to get them to recharge as quickly as possible. That makes larger 'stones more attractive, simply because it's easier to keep track of them. This applies both to their energy content (fewer things to track) and their location, especially if other members of your party, carrying your stones to separate them for charging, get bored and start swapping them around. Been there, done that.



    Since spellcasting energy is the primary resource-tracking that GURPS magicians have to do, some players are happy to cope with complexity if it gets you more total power for less money, while other prefer to keep things simple.



    "Quirks" are individual peculiarities of powerstones, named by analogy with the quirks (1-point disadvantages) of GURPS characters. Most of them are restrictions on the stone's recharging or its usage. A badly quirked stone might only recharge while immersed in flowing water, but only be usable for casting fire college spells at night-time. The GM creates stones' quirks in any way they find appropriate.



    Adventurers generally prefer Powerstones without quirks, and usually have the money to pay for them. Magicians who don't adventure can have physical security for keeping their 'stones safe while recharging, and can more easily cope with quirked stones, because their working environment is more predictable.



    Having an aspect of the game be an emergent property of the (fairly simple) enchantment rules, rather than changing the rules to produce a specific style of gameplay is an example of the difference in philosophy between GURPS and modern editions of D&D. It did happen that way round: the calculations for Powerstone costs were done for an article in Roleplayer magazine, some time after the enchantment rules were first published.



    I left out expensive spells because the OP was discounting them, but @Zeiss Ikon's answer shows how you can suddenly find yourself needing an extra 10 or 20 energy, and a medium-large powerstone is a life-saver under those circumstances.






    share|improve this answer












    $endgroup$



















      16
















      $begingroup$

      The quadratic pricing comes from the enchantment rules. Powerstones are made by taking a gem, making it into a 1-point stone, making that into a 2-point, and so on. But there's a chance of failure on each operation, which gives the 'stone a quirk, and critical failure will destroy it. There's an example on p. 17 of GURPS Magic, while the full enchantment description is on pp. 69-70.



      The 6-foot recharge rule means that you have to let powerstones out of your immediate control to get them to recharge as quickly as possible. That makes larger 'stones more attractive, simply because it's easier to keep track of them. This applies both to their energy content (fewer things to track) and their location, especially if other members of your party, carrying your stones to separate them for charging, get bored and start swapping them around. Been there, done that.



      Since spellcasting energy is the primary resource-tracking that GURPS magicians have to do, some players are happy to cope with complexity if it gets you more total power for less money, while other prefer to keep things simple.



      "Quirks" are individual peculiarities of powerstones, named by analogy with the quirks (1-point disadvantages) of GURPS characters. Most of them are restrictions on the stone's recharging or its usage. A badly quirked stone might only recharge while immersed in flowing water, but only be usable for casting fire college spells at night-time. The GM creates stones' quirks in any way they find appropriate.



      Adventurers generally prefer Powerstones without quirks, and usually have the money to pay for them. Magicians who don't adventure can have physical security for keeping their 'stones safe while recharging, and can more easily cope with quirked stones, because their working environment is more predictable.



      Having an aspect of the game be an emergent property of the (fairly simple) enchantment rules, rather than changing the rules to produce a specific style of gameplay is an example of the difference in philosophy between GURPS and modern editions of D&D. It did happen that way round: the calculations for Powerstone costs were done for an article in Roleplayer magazine, some time after the enchantment rules were first published.



      I left out expensive spells because the OP was discounting them, but @Zeiss Ikon's answer shows how you can suddenly find yourself needing an extra 10 or 20 energy, and a medium-large powerstone is a life-saver under those circumstances.






      share|improve this answer












      $endgroup$

















        16














        16










        16







        $begingroup$

        The quadratic pricing comes from the enchantment rules. Powerstones are made by taking a gem, making it into a 1-point stone, making that into a 2-point, and so on. But there's a chance of failure on each operation, which gives the 'stone a quirk, and critical failure will destroy it. There's an example on p. 17 of GURPS Magic, while the full enchantment description is on pp. 69-70.



        The 6-foot recharge rule means that you have to let powerstones out of your immediate control to get them to recharge as quickly as possible. That makes larger 'stones more attractive, simply because it's easier to keep track of them. This applies both to their energy content (fewer things to track) and their location, especially if other members of your party, carrying your stones to separate them for charging, get bored and start swapping them around. Been there, done that.



        Since spellcasting energy is the primary resource-tracking that GURPS magicians have to do, some players are happy to cope with complexity if it gets you more total power for less money, while other prefer to keep things simple.



        "Quirks" are individual peculiarities of powerstones, named by analogy with the quirks (1-point disadvantages) of GURPS characters. Most of them are restrictions on the stone's recharging or its usage. A badly quirked stone might only recharge while immersed in flowing water, but only be usable for casting fire college spells at night-time. The GM creates stones' quirks in any way they find appropriate.



        Adventurers generally prefer Powerstones without quirks, and usually have the money to pay for them. Magicians who don't adventure can have physical security for keeping their 'stones safe while recharging, and can more easily cope with quirked stones, because their working environment is more predictable.



        Having an aspect of the game be an emergent property of the (fairly simple) enchantment rules, rather than changing the rules to produce a specific style of gameplay is an example of the difference in philosophy between GURPS and modern editions of D&D. It did happen that way round: the calculations for Powerstone costs were done for an article in Roleplayer magazine, some time after the enchantment rules were first published.



        I left out expensive spells because the OP was discounting them, but @Zeiss Ikon's answer shows how you can suddenly find yourself needing an extra 10 or 20 energy, and a medium-large powerstone is a life-saver under those circumstances.






        share|improve this answer












        $endgroup$



        The quadratic pricing comes from the enchantment rules. Powerstones are made by taking a gem, making it into a 1-point stone, making that into a 2-point, and so on. But there's a chance of failure on each operation, which gives the 'stone a quirk, and critical failure will destroy it. There's an example on p. 17 of GURPS Magic, while the full enchantment description is on pp. 69-70.



        The 6-foot recharge rule means that you have to let powerstones out of your immediate control to get them to recharge as quickly as possible. That makes larger 'stones more attractive, simply because it's easier to keep track of them. This applies both to their energy content (fewer things to track) and their location, especially if other members of your party, carrying your stones to separate them for charging, get bored and start swapping them around. Been there, done that.



        Since spellcasting energy is the primary resource-tracking that GURPS magicians have to do, some players are happy to cope with complexity if it gets you more total power for less money, while other prefer to keep things simple.



        "Quirks" are individual peculiarities of powerstones, named by analogy with the quirks (1-point disadvantages) of GURPS characters. Most of them are restrictions on the stone's recharging or its usage. A badly quirked stone might only recharge while immersed in flowing water, but only be usable for casting fire college spells at night-time. The GM creates stones' quirks in any way they find appropriate.



        Adventurers generally prefer Powerstones without quirks, and usually have the money to pay for them. Magicians who don't adventure can have physical security for keeping their 'stones safe while recharging, and can more easily cope with quirked stones, because their working environment is more predictable.



        Having an aspect of the game be an emergent property of the (fairly simple) enchantment rules, rather than changing the rules to produce a specific style of gameplay is an example of the difference in philosophy between GURPS and modern editions of D&D. It did happen that way round: the calculations for Powerstone costs were done for an article in Roleplayer magazine, some time after the enchantment rules were first published.



        I left out expensive spells because the OP was discounting them, but @Zeiss Ikon's answer shows how you can suddenly find yourself needing an extra 10 or 20 energy, and a medium-large powerstone is a life-saver under those circumstances.







        share|improve this answer















        share|improve this answer




        share|improve this answer








        edited Aug 2 at 12:48

























        answered Aug 2 at 8:26









        John DallmanJohn Dallman

        12.7k2 gold badges38 silver badges67 bronze badges




        12.7k2 gold badges38 silver badges67 bronze badges































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