02-09-2014, 08:54 AM | #31 | |
Join Date: May 2008
Location: CA
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Re: Why Does GURPS Hate Enchanting So Much?
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You can still have the same rough results (enchanted items are pricey and relatively rare, etc) by making it so enchantment takes only a small amount of time but costs a lot of money (or CP, or something similar). I have no idea why GURPS's basic magic system decided to make everything time-based and say that enchanters require no actual resources to enchant things, but it did. File it under all the other questionable decisions made in regards to it. |
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02-09-2014, 09:04 AM | #32 | |
Join Date: Apr 2005
Location: France
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Re: Why Does GURPS Hate Enchanting So Much?
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After that, it is perfectly possible to create a character specialized in enchantments... But, since enchanting an item requires a lot of time, the player characters would better have another idea to solve the problems they meet in the adventure... And, of course, the GM also has to balance the problems he put in his adventures with the player characters' abilities. If he really insists on putting foes/traps/problems that requires abilities that the player characters don't have (and not giving them the possibility to find the magic weapon/secret passage/potion they would need to succeed), this is really a GM problem. To be fun, an adventure has to be challenging. But if it becomes unfeasible, it is not anymore fun. |
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02-09-2014, 09:08 AM | #33 | |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: Why Does GURPS Hate Enchanting So Much?
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I'd also note that enchanted items are less necessary in a system where wizards aren't limited in their number of spells cast per day. When your mage can cast Invisibility on any member of the party that needs it (most times, anyway), a Ring of Invisibility isn't as essential.
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“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
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02-09-2014, 09:08 AM | #34 | |
Join Date: Aug 2007
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Re: Why Does GURPS Hate Enchanting So Much?
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It also frequently depended on the npcs being dumb as boxes full of rocks. I ran one official 3.5 module where a dead wizard's tower was guarded by the 2 and 3 HD animated objects he's made. The module said he was 16tth level when he died but adding up the xp costs he had been 18th level when he started making walking furniture. Now in Pathfinder enchanting costs only time and GP and not XP. The requirement for the Crafting Feat is still a significant barrier. My Alchemist got Brew Potion for free and even though it takes only half a day for a low level potion the Adventure Path (Carrion Crown) hasn't provided even that much downtime plus the half GP cost the potions still cost. Right now we aren't even getting 8 hours of sleep a day. Having just made 5th level I've gotten making Alchemical items so thoroughly rigged (20x normal speed) that my PC can make Alchemist's Fire in an hour. It still takes 1/3 of normal GP and may or may not happen. Thinking back over 34 years of gaming the only PCs in any system that have enchanted any items were some C&S guys because that system just had to give PCs downtime and an extremely powerful Gurps character who made some items before play started and then later when.....wait for it, the game allowed for some downtime. Actual weapons training for warrior PCs ahs not been much more common and still revolved around downtime. It's possible that there are many game systems that simply hate for PCs to do anything other than adventure.
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Fred Brackin |
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02-09-2014, 09:09 AM | #35 | |
Join Date: Apr 2005
Location: France
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Re: Why Does GURPS Hate Enchanting So Much?
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An enchanted weapon is more than a fine quality weapon. It is something so efficient that it is like a very rare craft masterpiece, something which is not only very fine, but almost perfect. And if you don't do it for yourself, you have to buy it... With a lot of money. Or to find it, facing a lot of danger, like a treasure. Because it is really a treasure that a lot of people would want to have. |
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02-09-2014, 09:48 AM | #36 |
Join Date: Jan 2011
Location: alocal
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Re: Why Does GURPS Hate Enchanting So Much?
Ars Magica has a great enchantment system. Basically a bout of enchanting always takes at least a whole season (just like most off-screeb activities in Ars). What varies is how much you can enchant a given item. And that's defined by how skilled you are with the "colleges" involved in that specific enchantment. It also costs Vis (raw mana) to enchant anything permanently, so it's a pretty balanced system overall.
If you want quicker enchanting, just do what Langy suggested: reduce time and increase materials cost. That would keep prices roughly the same, but make items much quicker to produce (as long as the cost of materials is per energy point). This would keep prices roughly the same, although it might have some consequences I can't think of. |
02-09-2014, 10:05 AM | #37 |
Banned
Join Date: Mar 2005
Location: Athens, GA
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Re: Why Does GURPS Hate Enchanting So Much?
Anti-magitech bias. If enchantment is easy, then magic replaces technology and WHOOOO we can't have that. Versimilitude would suffer. Seriously, how many TL n+x thread do we have to have become we start considering GURPS Magitech. Come on, guys, when we went 4e we took the old mess that was 3e Fantasy and made 4e Fantasy and 4e Banestorm. It's time to do the same thing with 3e Technomancer -> 4e Magitech and 4e Technomancer.
It can be done - a book of magical replacements for everyday items and the effects these inventions will have on a society, starting with the paleolithic. Might be a bit scattered, but it's *magitech*, that's a feature! Has any other FRPG company ever published a book of Magic Items and Treasures that gave details for glowglobes, cookstones, thief-detectors and hour-flowers? (I have noticed that if I bitch and moan and patiently request something for about 5 years, it will come about. About 5 years ago I made a big issue about how there were no rules for giving my Dryads little pocket universes in their trees (they had to have some weird switchable payload nonsense). If this theory is correct (the alt being that a stopped clock is right twice a decade) Bestiary should be out next year, and it will have rules for playing animals) Last edited by tantric; 02-09-2014 at 10:13 AM. |
02-09-2014, 10:05 AM | #38 | |
Join Date: Nov 2004
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Re: Why Does GURPS Hate Enchanting So Much?
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02-09-2014, 10:17 AM | #39 |
Join Date: Sep 2007
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Re: Why Does GURPS Hate Enchanting So Much?
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02-09-2014, 10:49 AM | #40 | |
Join Date: Aug 2004
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Re: Why Does GURPS Hate Enchanting So Much?
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Note that there are all kinds of official options in GURPS for changing these parameters within the standard magic system for different campaign feels -- see, particularly, "Time and Reliability" on pp. 108-109 of GURPS Thaumatology. |
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enchanting, enchantment |
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