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#1 |
Join Date: May 2008
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Say you bought a really nice weapon, took weapon bond and signature gear on it, all that sort of thing. Then you come into a large chunk of cash. If you want to pay the town wizard to enchant it, is that kosher? If yes, does it take a significant amount of time? (I know GURPS rules for enchanting take time, but DFRPG takes different assumptions on many such things). If I'm willing to leave my favorite sword in town for a dungeon crawl while Enchanters-R-Us gives it penetrating, will it break things to let me do it?
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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
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#2 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Last edited by sir_pudding; 11-20-2017 at 12:42 PM. |
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#3 |
Join Date: Feb 2005
Location: Berkeley, CA
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Whether this breaks things depends on the game style you want. In general, the feel of classic dungeon fantasy is that you get the magic items the GM felt like including, which may be weird, inconvenient, or suboptimal, whereas if you can just go to EnchantMart and get whatever you want, people are likely to standardize on a particular list of favored items. In addition, things like weapon bond are as cheap as they are because of the reduction in flexibility they cause.
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#4 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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That's one of those "beyond the scope of the current rules" questions by dint of the boxed set being a starter set with only a modest focus on ongoing campaigns. For a quick-and-dirty rule:
Divide enchantment cost by $20 and use that as the number of days you'll be without your item; e.g., to improve your broadsword with Penetrating Weapon (2), which costs $5,000 on a melee weapon, you'll need to pay $5,000 and wait 250 days. If the GM feels generous, then multiplying enchantment cost by (1 + N) halves the wait N times. For example, for that sword, paying $10,000 halves wait time to 125 days, and paying $30,000 gets wait time down to about a week (7.8 days). The extra money has nothing to do with magic . . . it's about reimbursing the Wizards' Guild for social and administrative difficulties such as losing business with Ye Olde Magick Shoppe, hiring extra help, and putting more magical stuff out there that will flood the market. As for nonmagical changes, these aren't generally possible – armor and weapons have to be made fine or dwarven or whatever. The exception is making something ornate, silver-coated, or bejeweled. That takes a week and costs the difference in value plus a 10% commission. So if you also decide to add a silver coating to that broadsword, which would raise base item value by $1,200, you'd have to pay $1,320 and wait a week. This can't be sped up.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#5 |
Join Date: May 2008
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Thanks, that's helpful guidance.
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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
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#6 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Last edited by sir_pudding; 11-20-2017 at 01:25 PM. |
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#7 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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My schema is obviously very unfavorable to PCs. It's in line with what Anthony said: The whole point of stuff like Signature Gear and Weapon Bond is to offer big benefits (permanence, skill bonus) at a cost in flexibility. Something similar could be said about weapon skill . . . the downside to spending all your points on Broadsword skill is being out of luck when you come across an amazing mace or spear or morningstar. Magical loot is meant to be a little haphazard! But if you're willing to wait forever or pay big gobs of money, you're effectively trading one inconvenience for another, which I'd consider fair play.
Personally, I'd rather discard the points on lost Signature Gear and Weapon Bond, and get a new sword, than go eight months without my sword or pay an extra $25,000. If I'm spending $30,000, I'm getting something awesome. I'll earn more points on my next adventure and rebuy Signature Gear and Weapon Bond. But some players are really obsessed . . .
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#8 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#9 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#10 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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In the real world, this is frequently sinew. It's done frequently enough - and after the fact - that it's got a term for it: "Backing" the bow. This brief thread makes a brief drive-by at extreme backing, saying it can double the draw weight of the bow (increase ST by 40-50%). Now, one magical way to do this is probably to cast some sort of bow-specific essential wood on the back of the bow, essentially self-backing the thing by reinforcing the outer bit. Or, go to Ye Olde Magick Shoppe and buy a strip of essential wood, and pay an elvish armorer druid/scout (retired adventurer!) to modify it for you. But it's not crazy talk, and if you allow a 40-50% increase in ST for the bow beyond what the PC bought it as (so a ST10 bow can go to ST 14-15; a ST 15 bow can go to ST 21-22) for a fee, it's probably reasonable. Edit: This dangerous pastime of adding "reality" to Dungeon Fantasy RPG makes me nervous. I feel like putting on a seatbelt or something.
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