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Old 10-28-2016, 06:58 AM   #41
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: Banestorm Navies

Quote:
Originally Posted by malloyd View Post
On the other hand, a lot of really useful magic items don't require mages at all and are cheap compared to the cost of a ship. Any ship leaving port without a Purify Water, Find Direction (or Know Location) and Extinguish Fire (or Create Water, the mist form is nearly as good for small normal fires) item has idiotic owners.

I've always wondered a bit why Predict Weather doesn't have an item too. Any tradition of nautically oriented enchanters (and it is one of the more stable markets for enchanters, simply *because* ships aren't cheap) should have cracked that one long ago too.
One of the things to keep in mind (I'm late to the party and haven't gone through the entire postings...)

Scrolls would come into their own in such a setting. Magery 0 candidates who are literate will be able to cast relatively cheap spells (including the wind spells) using scrolls.

What might be interesting is for someone to actively take a value from say, GURPS BANESTORM for a given kingdom, use the demographics given in GURPRS FANTASY and derive the numbers of mageborn available for an entire kingdom. From there, make the presumption that 1/3rd of available mageborn are ineligible for use due to ages under 15. With that last bit, actually allocate the necessary mages to the various job classifications to see what comes of it.

Just a thought.
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