Apparently I’m not British enough.
Watched (live-action TV): Leverage 5.7: The one with the car guy and the Mafia guy.
Read (manga): FAILED. Because I suck.
Read (novel): The Lies Arcana (Glynn Stewart): Seventeenth or so in the missiles-in-space-with-magic series, following the diplomat we picked up in the last couple of books and the spy ship captain from a while back. Despite the massive undertaking from last book, there is a whole lot that needs to be done, and also some secrets revealed both in and out of character.
Written (game design): 274:
If HP is Hit Protection, is MP Magic Protection? Conjuring up a
lightning bolt to throw at someone probably goes against their HP,
since you’re trying to hit them with something, but trying to put
a curse on them, or otherwise targeting them as a person, could go
against MP. Is using the same stat for defense and fuel bad? On the
one hand, it would cut down on the numbers on a character sheet (or
the associated postit note for numbers that change a lot), but on
the other hand, it would be a weird dynamic in combat. I’m not sure
spending HP for martial abilities is correct when it’s defense and
not health, or ever, so there could be an annoying inconsistency,
but I’m not sure it’s not, so ugh.
An alternate flavor for MP could be synchronization with the flow of the
cosmos, which gets disrupted when you push on the cosmos to do magic.
The hit from overspending might be more wild magic-flavored than soul
damage-flavored, but otherwise the implementation would be about the same,
just less metal.
Another difference between HP and MP would be that HP can be recovered
in combat, or at least pretty immediately outside of combat, since
it’s “just” energy and alertness. I’m not sure how fast MP should
recover, though. Maybe it’s okay to also recover quickly? It depends
on how much you can do with a spell, I guess, that determines how
powerful being able to cast spells all day is. What does “powerful” even
mean when there’s more to life than level-appropriate encounters?