02-09-2014, 03:40 AM | #21 |
Join Date: Mar 2012
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Re: Why Does GURPS Hate Enchanting So Much?
Relevant for a very few levels, and not what we're discussing. Look at the thread title. I was responding to someone who said the xp loss from crafting was a drawback in 3.x, which could only be an issue if the rest of the party of noncrafters became significantly stronger than you and you couldn't catch up or handle your spotlight time.
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02-09-2014, 03:51 AM | #22 | |
Join Date: Mar 2012
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Re: Why Does GURPS Hate Enchanting So Much?
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Being able to buy the magic item is only relevant if the DM decides he wants to let you buy it. Standard rules allowed for purchasing magic, but tons of DMs wouldn't allow it. At that point, if they would allow crafting, it became crucial. Last edited by spacemonkey; 02-09-2014 at 03:56 AM. |
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02-09-2014, 04:51 AM | #23 |
Join Date: Jan 2010
Location: Brighton
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Re: Why Does GURPS Hate Enchanting So Much?
To be fair not many games look at the whole context of allowing quicker/cheaper enchantment of powerful magic items, and the ramifications of powerful magic item inflation.
And to be honest abundant magic items for every eventuality was only ever a troupe of fantasy gaming not fantasy as a genre. While I'm as happy as the next roleplayer to do dungeon bash, lots of specialist magic items was very much a part of the resources management part of the game as large numbers of hit points was. |
02-09-2014, 05:34 AM | #24 |
Join Date: Apr 2005
Location: France
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Re: Why Does GURPS Hate Enchanting So Much?
If the wizard specializes himself in enchantment spells, it is not at all impossible.
"Prerequisites: Magery 2 and at least one spell from each of 10 other colleges." IQ 12 [40] Magery 2 [25] 10 spells with 1 character point for each [10] Total [75] 75 points remaining for a 150 point character. |
02-09-2014, 06:08 AM | #25 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Why Does GURPS Hate Enchanting So Much?
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Plus a good amount of experiance. It was lowered in later editions but then your comparing apples and oranges. GURPS Magic is based on 80s concepts. |
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02-09-2014, 06:12 AM | #26 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Why Does GURPS Hate Enchanting So Much?
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Acrolls are easy to make and you can make some items with Q&D, either for use or sale. I played more then 1 enchanter in first, second, and third edition GURPS. |
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02-09-2014, 06:24 AM | #27 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Why Does GURPS Hate Enchanting So Much?
Rolemaster had Runemastery, which enabled one-off spells to be cast cheaply on items. A spellcaster could inscribe a rune with an associated spell on the item. It remained on the item until the spell was cast, upon which time the rune faded and needed to be reapplied before it could be used again.
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02-09-2014, 07:20 AM | #28 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Why Does GURPS Hate Enchanting So Much?
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If you want a game that features enchanters (Cabal, for example), then GURPS offers a variety of options. You can use Enchantment by Age, or Enchantment by Deed. Or you can use the option that lets you (or requires you!) to spend points on your weapons. Or you can use Raw Magic. For my Cabal game, I'm going to allow enchantment with points and Raw Magic, meaning that making a magic item involves running around looking for strange bits and bobs, and then using them and a piece of yourself to more-or-less instantly create the item of your choice. The bits and bobs element allows me a modicum of control, and the points balances it out nicely (players are paying for what they get). For my samurai game, I don't have any PC enchanters, and all the magic swords are either enchanted by age/deed, or crafted by a shrine deep in the mountains of a very heroic clan known for its swordsmanship. So GURPS has plenty of options for how to treat your enchantments, none of which "hate" enchantment.
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02-09-2014, 08:11 AM | #29 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Why Does GURPS Hate Enchanting So Much?
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Just wondering if this is a matter of approaching the issue from the wrong angle; instead of being upset that the party can't get the items needed to boost characters... maybe the GM and/or PCs have some planning issues? I mean if this was a computer game RPG, plenty focus on buffs and debuffs that have to be cast during or shortly before combat. stead of +1, cast repeatedly on different party members, etc.). Its me, so I don't know much of 4e, but did it change so that the energy cost no longer determines the time? Excluding spells that do have a flat out time requirement, of course. Otherwise using 3e rules, cutting the cost should reduce time to make, sometimes dramatically.
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02-09-2014, 08:33 AM | #30 |
Join Date: Aug 2004
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Re: Why Does GURPS Hate Enchanting So Much?
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Tags |
enchanting, enchantment |
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