Re: GURPS Dungeon Fantasy 18: Power Items
I just want to say that this book in incredibly illuminating of the assumed underlying principles of the DF universe.
How things are powered, what they store, how they're charged and tapped, what counts as being effectively the same despite looking very different to their users - all of these setting details make up the cogs and levers of the mechanical underpinning of the (steadily expanded on) world/s that DF inhabits, but also defines and expands on a lot of the lore and world building details that DF usually tries to shy away from. As such this is actually a fascinating read just to see all the power sources listed out with both their mechanical interactions, but also their fluff (like how demonologists power items store a little bit of Hell in them). The book is also very good at going into the details and expanding the options for power items and stuff, but who would want to buy it for that?? |
Re: GURPS Dungeon Fantasy 18: Power Items
A decent book, but only useful for an audience that actually uses power items. It almost succeeds in selling the concept to me and it certainly makes things much fairer by letting all character types have a piece of the cake. Suffers a bit from being too long for a Pyramid article and pretty short for a stand-alone book, though.
I posted a more detailed review on my blog: https://blindmapmaker.wordpress.com/...8-power-items/ |
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Re: GURPS Dungeon Fantasy 18: Power Items
http://pseudoboo.blogspot.com/2016/0...wer-items.html
My review. Good pull quotes. Very specific focus with no beating around the bush. Wish there was slightly more, but it delivers on exactly what it promises. |
Re: GURPS Dungeon Fantasy 18: Power Items
Awesome book.
Quick question: Can mind control be used to make someone use up their power item against their will? |
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Re: GURPS Dungeon Fantasy 18: Power Items
Question: How does this (And several other previous works when I think about it) effect the cost of magic items? And normal rules anything that allows a Mage to have more energy to put into spells changes the break points for enchanting, but DF doesn't follow the normal rules
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Assumptions: 1 Master (1,400 per month), 5 journeymen (700/month). 6 50 FP Power Items ($69,000 each, spread out over 1 year), 30 apprentices whose job is to practice Recover Energy and Lend Energy (Poor, $200/month ea). 2 "cycles" of spend and recharge is 720 energy a day, which would actually bring the per energy price to almost exactly $1 again... but with a Q&D limit of 360. Basically, the limit is more "how much capital does the guild want to have sitting around in expensive power items". A rich, established guild could really crank out Q&D items, or at least have a huge reserve for special rush orders. Especially since, with the above assumptions, after year 1, you could increase the value of each of those power items by $69,000 a year. Nice, steady progress to ever higher Q&D limits. You might run out of Lend Energy apprentices before you run into a limit on power item use, really. |
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