Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 07-22-2018, 01:47 PM   #1
Cowrie
 
Join Date: Aug 2017
Default [THM: Urban Magics] Cost of enchanted items with Magical Factories?

Thaumatology: Urban Magics talks about magical factories making enchanted items more readily available, but it doesn't seem to give any concrete suggestions for how the price should be altered. The closest thing it says is that magical factories can typically create magic items at 10X the rate of Slow and Sure enchantment. That could be extended to make the assumption that said items would have 1/10 the cost, but I'm not sure that's the intent. How would you modify the price of high-energy magic items for a setting that has magical factories?
Cowrie is offline   Reply With Quote
Old 07-22-2018, 05:47 PM   #2
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: [THM: Urban Magics] Cost of enchanted items with Magical Factories?

It mostly doesn't, because average wages are much higher.
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
Old 07-22-2018, 06:19 PM   #3
rkbrown419
 
rkbrown419's Avatar
 
Join Date: Sep 2004
Location: Orem, Utah, USA
Default Re: [THM: Urban Magics] Cost of enchanted items with Magical Factories?

The Pyramid 3/66 article "Thoroughly Modern Magic" covers this in some detail.
rkbrown419 is offline   Reply With Quote
Old 07-22-2018, 06:28 PM   #4
Fred Brackin
 
Join Date: Aug 2007
Default Re: [THM: Urban Magics] Cost of enchanted items with Magical Factories?

Quote:
Originally Posted by rkbrown419 View Post
The Pyramid 3/66 article "Thoroughly Modern Magic" covers this in some detail.
See also Gurps Clasic:Technomancer whihxc orignated the concept and is well worth having in your library for other reasons and GC:Magic Items III which has elaborate multi-TL charts for it.
__________________
Fred Brackin
Fred Brackin is online now   Reply With Quote
Old 07-22-2018, 07:03 PM   #5
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: [THM: Urban Magics] Cost of enchanted items with Magical Factories?

Note that an easier option is to just rule that magic item costs don't change with TL, and just adjust set factory statistics to match.

Even easier, toss the enchantment rules out the window and just assign magic items a money value; if done by NPCs the details of how it's done are setting flavor, done by PCs is just like any other crafting done by PCs.
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
Old 07-22-2018, 10:59 PM   #6
scc
 
Join Date: Mar 2013
Default Re: [THM: Urban Magics] Cost of enchanted items with Magical Factories?

Quote:
Originally Posted by Anthony View Post
Note that an easier option is to just rule that magic item costs don't change with TL, and just adjust set factory statistics to match.

Even easier, toss the enchantment rules out the window and just assign magic items a money value; if done by NPCs the details of how it's done are setting flavor, done by PCs is just like any other crafting done by PCs.
100% of the cost of enchantment is labor (which I think you already know) so it should go up by TL.
scc is offline   Reply With Quote
Old 07-22-2018, 11:12 PM   #7
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: [THM: Urban Magics] Cost of enchanted items with Magical Factories?

Quote:
Originally Posted by scc View Post
100% of the cost of enchantment is labor (which I think you already know) so it should go up by TL.
Only if enchantment methods don't get more efficient with TL. Also, there's no particular reason that 100% should be labor, that's just how GURPS Magic traditionally did it.
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
Old 07-23-2018, 12:29 AM   #8
scc
 
Join Date: Mar 2013
Default Re: [THM: Urban Magics] Cost of enchanted items with Magical Factories?

Quote:
Originally Posted by Anthony View Post
Only if enchantment methods don't get more efficient with TL. Also, there's no particular reason that 100% should be labor, that's just how GURPS Magic traditionally did it.
For that to happen you'd have to have a machine (or something) capable of casting/amplifying spells, so how high tech do things get before you can use magic to make nukes?
scc is offline   Reply With Quote
Old 07-23-2018, 02:41 AM   #9
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: [THM: Urban Magics] Cost of enchanted items with Magical Factories?

Quote:
Originally Posted by scc View Post
For that to happen you'd have to have a machine (or something) capable of casting/amplifying spells, so how high tech do things get before you can use magic to make nukes?
There's several spells that can achieve WMD-level destruction without any added tech, but the most obvious means of achieving this is just being able to use crafted materials to offset energy cost. Depending on how this process works it, it might or might not also work for non-enchantments.
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
Old 07-23-2018, 05:11 AM   #10
Prince Charon
 
Prince Charon's Avatar
 
Join Date: Dec 2012
Default Re: [THM: Urban Magics] Cost of enchanted items with Magical Factories?

Quote:
Originally Posted by Anthony View Post
Only if enchantment methods don't get more efficient with TL. Also, there's no particular reason that 100% should be labor, that's just how GURPS Magic traditionally did it.
Urban Magics includes an entry for Sacred Architecture on, um, (*goes looking for the book*) pp21-23. You can use it to make buildings where it's easier to cast spells of a specific college or other classification, so if the GM decides that Sacred Architecture becomes more effective at higher TLs, you can have buildings that are designed to make Enchanting more efficient, and the higher your TL, the more efficient they become (though the Sacred Architect's skill would remain important).

How efficient it is (in general, by skill/degree of success, or per tech level) is something that the GM and players should try to agree on in advance rather than discuss during the gaming session, though.
__________________
Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
Prince Charon is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:41 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.