My greatest frustration with 'costs FP' is that it reduces a set percentage of the ability cost, no matter how large or how small. This makes spending the FP for cheap abilities, like a minor attack, almost prohibitive in cost, while costs FP on something like jumper is nearly a point crock, particularly if you have lots of points to spend on an energy reserve. A lot of attention is placed on how small of a discount costs FP gives in the first place, but the real issue is that costs FP doesn't care about how many points the ability cost in the first place.
For example, Sardon half-demon has 3 levels of telescopic vision, but he has to draw on his unholy power to use them. This costs 3 ER. Sardon's ability is
Telescopic Vision 3 (costs 3 FP per minute -15%) [13]. He only saved 2 points on this ability, which normally costs 15 character points. And he has to pay 3 FP each time he uses an ability he paid almost full price for. Elidoran the elf can slip between worlds, but it costs him 1 FP. His
Jumper (costs 1 FP -5%) [95] is a solid 5 points under what he would have paid without spending FP. Is that price wrong? probably not, but Elidoran gets a 5 CP discount from spending 1 fatigue point while Sardon got a 2 point discount from spending 3 fatigue points. Its not worth it for Sardon. Why? because FP cost CP. Sardon's player and the fluff would like to just buy more ER to reflect growing closer to his demon roots. but it costs more to buy a single point of ER than to remove the limitation on telescopic vision.
This is a limitation on player concepts. They are told what they want to do is expensive, when it really shouldn't be. Its not about munchkinry, its about making wizards limited mainly by the energy pool viable.
Having identified this problem, I will now fix it: