Re: GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
The upper limit on FP as currency in DF is $5, because that's what it costs to put 1 FP in your power item (DF 1, p. 28). The $1/point for Quick and Dirty enchantment (DF 1, p. 30) is lower, but that's discounted for "invested in this one item for one purpose." I'd call $5 the going rate for "goes anywhere, does anything" FP.
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Re: GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
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One solution would be to have the civilization learn a secret to make transferable power items, so you either need an appropriate item to hold the energy (at standard power item prices), and trade the energy plus item, or require users of the currency to have big enough "wallets" (their own power itema) to store the energy. Another solution would be to make the energy inert until transfered to a power item, so it can be traded freely, but to actually use it as energy is not that easy. Make the process require a Thaumatology roll, and take 1 hour per point to make it inconvenient enough. The last idea is to trade in "essences" as described in The Material Difference, from Pyramid #3/66, and follow the guidance there to set the price. In my games, I make raw essence worth $40/point, and refined essence worth $50/point. |
Re: GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
Most excellent! Thank you very much! I'll treasure this...
Cheers! Onkl |
Re: GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
So I looked up Paut because I suddenly remembered its existence and it's priced at $135 for 4 FP, or $33 per FP. How come Paut is so expensive if the upper limit is $5/FP?
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Re: GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
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Re: GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
So, looks like we've got $1/FP for "Bound into a magic item to power it," $5/FP for "Bound into a single item belonging to the character, usable for anything," and $33/FP for "Restores lost FP."
These could be simplified into "Enchantment, non-portable," "Item Recovery, non-portable," and "Personal Recovery, portable." What's missing, then, would be "Enchantment, Portable" (loot that can replace FP for Quick and Dirty casting), "Item Recovery, Portable" (an item that can recharge your Power Item in the field), "Personal Recovery, Non-Portable" (results in effects similar to a Very High Mana zone, but without increased Critical Failures - you can cast, instantly recover, cast, instantly recover, and so forth, but only within the temple or whatever), "General Use, Non-Portable" (you can use money entirely for powering a spell, but only within the temple or whatever), and "General Use, Portable" (an item that can be sacrificed in place of FP to power a spell). There might also be a Single Use type (where you can sacrifice money in a temple or an item in the field to cast, say, Fireball, but not another spell) and/or a Single College type (as Single Use, but any spell from the Fire College). Code:
Type Stationary PortableEDIT: I've split this tangent into its own thread to avoid potentially cluttering this one. |
Re: GURPS Dungeon Fantasy Treasures 1: Glittering Prizes
I wrote a review you can read here. Short version: Great for the detail-oriented GM, but starts poaching in Low-Tech's territory. Not for every Dungeon Fantasy lover, but definitely something for those of us who don't play DF completely by the book.
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Also, just went through the book. It's got some pretty good stuff, particularly all the historical information on coinage. The bit on fasteners was interesting as well, and of course Doublehard Glass is a welcome addition. In fact, more artifacts from the Translucent City would be interesting, such as armor-grade Tempered Glass (and of course the Doublehard treatment could result in something akin to Hardened Steel or Duplex Plate). One minor thing I'll note - organic currencies aren't quite as implausible as the book indicates. From what I've read in the past, cacao beans were used as currency in the Aztec and Mayan empires. |
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