06-15-2014, 05:10 AM | #21 |
Join Date: Aug 2004
Location: Austin, TX
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Re: How to make magic items more common?
You're running into a problem that the original enchantment prices are extremely arbitrary (as you note), but that fixing them is a lot of tedious work. And while other people are willing to advise you on how to do that tedious work, we're not going to do it for you.
You have a pretty good idea for how you want enchantments to be priced in the abstract (roughly equivalent to equivalent TL7 technology), now you just need to go through the books and figure out the details. ie: The Parasol spell is equivalent to an umbrella, and should cost around $3-10 (umbrellas cost $5, per HT p30). The Slow Fall spell is roughly equivalent to a parachute, and should cost around $1000-$5000, depending on how you calculate the trade-off between having to spend FP and not having to carry a 30 lbs of parachute. Obviously, pricing stuff like Reverse Missile or Missile Shield is going to be much harder, because there's no real world analogue. But you can set out some sample prices for magic gear with one of those spells, and see the price at which all of the PCs buy it, one PC buys it, and none of the PCs buy it, and take some large percentage of the single PC purchase price as the price. The big advantage here is that you're looking at end user price, not production cost. This is really how the stuff in Magic should be priced anyway, but it's not. Go ahead and correct the error while you're setting up your setting.
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06-15-2014, 05:57 AM | #22 | |||||
Join Date: Jun 2006
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Re: How to make magic items more common?
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If you reduce the cost by more than a factor of about 4, buying a magic item starts to look like a good deal compared to earning the character points to buy the ability yourself. Of course technology does that too, so it's not a new problem if you run high TL games, but magic can duplicate a much wider array of skills and abilities. If you reduce the cost by more than a factor of 10 or so, buying a magic item that can do something starts to look like a good deal compared to hiring somebody to do it, even if you are only going to need it done once. The market for PC mages starts to disappear and you should see magic causing the same sorts of economic changes mechanization does - there will be more and more stuff that ordinary people will find cheaper to do with an enchanted item than to pay someone for. If you reduce the cost by a factor of 100, magic is usually cheaper than even modern (or more advanced) technology. Expect the same kind of problems you'd see in a "post-scarcity" economy with ubiquitous AI - questions like exactly what are human adventurers supposed to do? Quote:
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06-15-2014, 06:54 AM | #23 |
Join Date: Aug 2004
Location: Nashville, TN
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Re: How to make magic items more common?
I don't know if you will find this useful or not, but in my own game world, I assigned all of the spells available a skill difficulty (Easy, Average, Hard, and Very Hard). Why I did this probably isn't important, just that I did it. Anyway, what that let me do was to dump all of the energy costs in Gurps Magic, and create a set of generic guidelines and costs for creating magic items. The effect of this in my gameworld was that even with the economic assumptions in Gurps Magic, Magic items for some spells (Easy spells for non-mages, and Average spells for mages) would be crafted easily enough to have commodity pricing and be generally available.
Under these assumptions, it was possible for anyone to own some magic, but not necessarily to go down to market and pick up an item for any given spell -- some were still too difficult/ expensive to produce that way. If you're interested: Re-worked college of enchantment. Some of the magic items that I made commonly available.
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06-15-2014, 11:42 AM | #24 | |||||
Join Date: Mar 2010
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Re: How to make magic items more common?
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I would probably tell my players "Enchantment costs are $1 (or whatever) but some items are in higher demand and will cost more - no, I won't give you a list, supply and demand are constantly changing. Ask me an item, I'll tell you the price." Quote:
Reverse Missiles (after paying the initial 4pt difference). Also think about the ramifications of this - if I can buy an Always On Reverse Missiles enchantment for $2600, chances are every serious fighter will have one. Missile weapons will be secondary, and things like fireball wands will be the weapon of choice. Really, the biggest play issue with cheap enchantments is that it will totally rewrite the foundations of nearly every kind of interaction, from combat to trade to romance. Think about it, because your players sure will! Quote:
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06-15-2014, 12:38 PM | #25 |
Banned
Join Date: Mar 2005
Location: Athens, GA
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Re: How to make magic items more common?
I have a TL3+2 game, and I simply don't use the enchantment rules.It seems to me that the whole point of the enchantment rules is to make magitech impossible. Instead, I let master artisans just take a Trained By Master Smith advantage and then learn new skills for each type of magical item they make. GURPS enchantment rules are designed for making swords +5 hard to get for adventurers, not $15 magical glowstones for commoners. I believe that Ghostdancer has an article about cheap RPM enchantments, too, but I can't advise you to buy something I haven't read (and I find having questions answered with "go buy my stuff" deeply annoying). I've begged for a specific magitech supplement for a decade. If you search for my name and 'enchantments' you'll find the threads where we hashed this own, or just PM me. 'Course, I haven't play tested my rules.
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items, magic, magitech |
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