Re: Real Costs for spells and how you handle them?
I haven't had a chance to test this yet, but I was thinking of using resource points next time I run FH.
I will give all the pcs a set # of equipment, magic and whatever else points.
i.e. the fighter would have 60 equipment points but only 10 magic points. he may know several spells but only be able to cast one good size one or a couple smaller ones. (if he takes the 5pt spellcaster perk) but he could kit out more weapons/armor. I intend to make potions, scrolls, etc to be slotted into the magic resource...the fighter could carry a potion of healing and a potion of aid strength if he had no other way to fill his magic resource.
the mage (or cleric) would have 60 magic but only 10 equipment, he can slot 60 points of spells, giving him as many spells as he can fit, but he can't use as much equipment until he ups his resource (at 1 per +1 resource I'm thinking. same cost for everyone.) this allows him to know many spells. ( at the turakian age /3 cost since he can't use the spell unless he has "kited it out" therefore the /3 modifier makes MUCH more sense) so now a 2D6 RKA with incantations, gestures, and requires a skill role is only 15 points, a 1/4 of the mages resource points. he may take only requires a skill role (-1/2) and pay 20 resources points if he wishes.
this puts mages much more in line with everyone else. the versatility still makes up for the fact a mage much purchase every spell vs a fighter simply buying a weapon. ( and I LOVE playing mages...so I'm on their side. )
the final option is a 35/35 split, for fighter/mage, bard, fighter/cleric, paladin/anti-paladin, etc.
this gives more room for a player to pay more for a spell, but not have gestures, incantations, etc on it (basically a sorcerer, or he could leave those limitations on like any normal mage (these examples represent my campaign world)
there is no option to start as a E25/M45. only the three above...prevents minmaxing
also since consumable items (scrolls and potions, etc) are now slotted into resource, a player can't just carry as much as encumbrance allows...opening the option for mages to take inventor for these things and create them for the armory for an appropriate monetary, but not EP, cost. this avoids a mage dumping EP into one shot items at the benefit of all...and his detriment. (again...other Gm's worlds may have found a solution to this as well.)
I should also mention I do not allow normal, unenchanted, armor to give any ed. only heavy full armors give a couple of points. therefore spells of energy, even at only 1D6, are very deadly. enchanted items are very rare (magic in general is, mages/clerics are very rare and shouldn't expect to meet many normal who can resist their magic...demons however )
I think thats it.