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View Full Version : Powers that cost long term endurance



CLAVDIVS
Sep 17th, '04, 02:03 AM
What would be an appropriate limitation value for a power that always costs long term endurance when used?

I'm working on a fantasy campaign where many "classes" will have exceptional or quasi-supernatural abilities bought as powers, sort of like "super skills". I want these abilities to be balanced against actual spellcasting (which will use either LTE or a mana characteristic that recovers at a comparable rate, still working on details), so I don't want to tell my players "build the spell as a regular power then divide the cost by X" or something similar. I'd like all the characters' abilities, magical or otherwise, to be built the same way.

Steve Long
Sep 17th, '04, 06:46 AM
That's up to the GM -- it depends on how often such things come up in the campaign and so forth. But since costing regular END is a -1/2 or -1/4 Limitation, I doubt most GMs would allow more than -1/4.