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02-01-2019, 02:13 PM | #1 |
Join Date: Mar 2013
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Upgrading EQ
Can I buy aby sword and enhance it with one of spells from Adventurers, or I must sell the old one ane buy new one?
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02-01-2019, 02:24 PM | #2 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Upgrading EQ
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All magic, though, is at GM discretion. If they go to a big town with lots of cash, they can expect most basic, first tier enchantments to be available, but smaller towns (e.g. the village near the dungeon) might not have any enchanters available. Rarer spells or higher tier enhancements might require more complexity (only Yazor the Spirit Master is capable of creating Ghost Weapons; alas, he never returned from a quest into the City of Specters). |
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02-01-2019, 04:37 PM | #3 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Upgrading EQ
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02-02-2019, 09:23 AM | #4 |
Join Date: Sep 2004
Location: Canada
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Re: Upgrading EQ
The intent is to replace the old weapon. Recovering some of its value to put towards the new one.
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02-02-2019, 02:28 PM | #5 |
Join Date: Mar 2013
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Re: Upgrading EQ
Is there any rule how much is "work cost"? To just add this value?
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02-02-2019, 03:45 PM | #6 |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Upgrading EQ
If I understand your question correctly, you want to know how much the enchantment costs by itself. This is, in fact, the base price listed in the rules for enchanted weapons (Adventurers, p. 118 and Exploits, p. 78-79). In other words, if you already have a broadsword, you just pay $5,000 to add the Accuracy enchantment to it.
As mentioned upthread, this depends on how the GM is managing magic in the world. In some games you might be unable to add an enchantment to a weapon, so you could only buy an accurate broadsword by spending $5,600 if it were available in the shop. |
02-02-2019, 05:20 PM | #7 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Upgrading EQ
The prices are based on GURPS Magic, using either quick and dirty (price under $100) or slow and sure (price greater than that). Anything Q&D can be finished in one day, assuming an enchanter is available. Slow and sure is priced at $20 per point of energy (mage-day), so a +1 puissance enchantment takes 250 mage-days, though the GM can introduce other sources of energy that would allow doing it quick and dirty.
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02-02-2019, 09:33 PM | #8 |
Join Date: Mar 2013
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Re: Upgrading EQ
I definitely want to give an option to upgrade items (if not, Weapon Bond and Signature Gear are next to point waste), just not to make it equally (or more) profitble than replacing the old ones by new ones.
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02-01-2019, 04:47 PM | #9 | ||
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Upgrading EQ
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Going beyond DFRPG, GURPS Magic would let you upgrade the weapon, but it would take months and you wouldn't be able to use it during that period. |
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02-02-2019, 09:16 AM | #10 | ||
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Upgrading EQ
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Many of my players have always gotten more attached to their own gear, so I didn't want to discourage them from building story elements into their possessions. I suppose I am making Signature Gear and Weapon Bond more powerful, however, since PCs don't have to continually re-purchase those perks every time they upgrade their weapon. I haven't looked into how long enchantments would take according to the standard GURPS rules. Thus far, in my DFRPG games, many basic enchantments take a week. More advanced ones may take a few weeks. I don't have any mechanics behind this... it's whatever feels right to the story. (As often as not, players suggest the limitations... "I imagine the next level of Puissance might require a trip to the big city, right? ") |
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