06-09-2017, 03:59 AM | #11 |
Join Date: Oct 2008
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Re: [DF] Magic Items: A little goes a long way?
It is a item giving powers/bonuses that is easy to grab, like it was a gadget that can be stolen with a simple unopposed DX roll.
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06-09-2017, 09:19 AM | #12 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: [DF] Magic Items: A little goes a long way?
Quote:
It is one of the reasons I take a hard look at the game system economics to see whether or not it is internally self-consistent or not. C&S third edition was set up one way, and C&S 4th edition made some changes - changes that appeared to have been a simple mathematical change in most things, but were ultimately flawed in other things (sort of a multiply by a factor instead of dividing by a factor). Once I noted that, I created a web page at Buffnet (too bad they went out of business!) that spelled these out and offered fixes. Likewise, you've done the same in analyzing some Pathfinder material. I suppose that if I did the same for my D&D books (3.5), I may find similar anomalies. The biggest thing however, is to try and make the entire system "internally self-consistent". If daily wages are expected to be X, but the prices for earning aren't based on that, then something is wrong. Maybe someday, I'll have to take a closer look at A MAGICAL MEDIEVAL SOCIETY: WESTERN EUROPE second edition. That's largely supposed to be a D20 style game supplement that hooks together farming production with costs and incomes. Pretty much why I tend to use HARN WORLD and HARN MANOR as a system for most of my medieval games. A bushel of Wheat is given a specific value (a little less than was historical in England circa 1200 AD, but close enough) and the game system grants an income based on an acre of wheat that matches what the bushel's value is (after accounting for the yield per acre that matches historical values to a large degree). The income for a mercenary knight matches in Harn World, what I've come across as the income for a mercenary knight plus one horse circa 1200 AD. So, 2 silvers a day tends to be a common "low end income" for semi-skilled labor. As with all things, few things will ever be flawless. But - one can always try to find things that are less flawed than others. ;) |
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06-09-2017, 09:59 AM | #13 |
Join Date: Feb 2009
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Re: [DF] Magic Items: A little goes a long way?
All RPGs have a price for a standard sword so I use that
So a D&D sword costs 15 moneys, and a GURPS costs 600, so D&D to GURPS is x40 |
06-09-2017, 10:14 AM | #14 |
Join Date: Sep 2004
Location: Canada
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Re: [DF] Magic Items: A little goes a long way?
What was the URL? It might be in the Internet Archive, and I'd like to see it.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
06-09-2017, 10:39 AM | #15 | |
Join Date: Aug 2007
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Re: [DF] Magic Items: A little goes a long way?
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You could try and nuance things and assume that the "standard D&D sword is "cheap" by Gurps standards. "cheap" swords almost certainly badly outnumber "good" ones in normal worlds. You may need to pick a more relevant to PCs commodity. In Star Wars I'd pick Heavy Blaster Pistols rather than swords. That'd end up with 500 SW credits equaling 5600 Gurps $ which I'd round down to a 1 to 10 ratio. Oddly enough that's the same ratio I ended up using with D&D GP to Gurps $ in my longruning World of D'y'r't campaign. What I discovered in that game was that calculations in Gurps $ ended up being unneeded as no one had a Job or Independent Income. GP ended up beign used all the time.
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Fred Brackin |
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06-09-2017, 11:03 AM | #16 |
Join Date: Feb 2009
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Re: [DF] Magic Items: A little goes a long way?
Star Wars has swords to. So does White Wolf, CP2020, Earthdawn, Rifts, Palladium Fantasy, MERP etc
That is what makes swords so great The main problem is that all systems have different relative prices In D&D basic healing potions cost more than swords, in GURPS the reverse In Star Wars 200 blaster pistols gets you a shiny new freighter. GURPS nope. Etc etc |
06-09-2017, 11:42 AM | #17 |
Join Date: Aug 2007
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Re: [DF] Magic Items: A little goes a long way?
You're not building the right ships with the right system. With Ve2 I could produce a brand new Stock Light Freighter for $1 million. You just needed the right tech assumptions at he right size. At 10 gurps $ to 1 SW credit that comes out right.
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Fred Brackin |
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