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Old 04-19-2009, 09:37 PM   #35
ericbsmith
 
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Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
Default Re: GCA4 FAQ - GURPS Character Assistant 4 Frequently Asked Questions

Q: How do I add Enchantments to equipment?
Enchantments are treated as modifiers in GCA; they may be added to a piece of equipment by selecting the equipment and clicking on the Modifiers button. All Enchantments have a tilde (~) at the beginning of their name - this ensures that they are listed alphabetically at the end of the Modifiers list.

Q: How do I change the cost of Enchantments for my campaign?
You will need to make a custom data file which contains several Enchantment Attributes which are campaign dependent and affect the cost of Enchantments:
EnchantmentSlowAndSureCost is the cost, per point of energy, of enchanting using the Slow And Sure method of Enchanting.
EnchantmentQuickAndDirtyCost is the cost, per point of energy, of enchanting using the Quick And Dirty method of Enchanting.
EnchantmentQuickAndDirtyThreshold is the energy cost of an enchantment at which it is cheaper to use Quick And Dirty Enchanting rather than Slow And Sure Enchanting. If an Enchantment has energy equal to or less than the Threshold number the price will be based on EnchantmentQuickAndDirtyCost, otherwise it will be based on EnchantmentSlowAndSureCost.
EnchantmentEnergyMultiplier is a multiplier applied to the energy cost of a Slow and Sure Enchantments. The energy cost is rounded up before multiplying by SlowAndSureCost.


EXAMPLE: The default setup is that Enchanter is an Average Job. Enchanters make on average $33 per day at TL3; this sets EnchantmentSlowAndSureCost to 33 and EnchantmentQuickAndDirtyCost to 1. Medium sized circles are fairly common, allowing enchantments up to 60 energy to be produced; EnchantmentQuickAndDirtyThreshold is 60. The energy costs are exactly as listed in GURPS Magic, so EnchantmentEnergyMultiplier is 1.

Don't forget, if you're making a new data file you need to include proper headers. See FAQ #13 for full details:

Code:
Version=3
* The version information above MUST be the first line of the data file
[ATTRIBUTES]
EnchantmentEnergyMultiplier, basevalue(1), display(no), hide(yes)
EnchantmentSlowAndSureCost, basevalue(33), display(no), hide(yes)
EnchantmentQuickAndDirtyThreshold, basevalue(60), display(no), hide(yes)
EnchantmentQuickAndDirtyCost, basevalue(1), display(no), hide(yes)
EXAMPLE: In my TL 3 campaign Enchanter is a Comfortable Job, while Master Enchanter is a Wealthy Job. This doubles the cost of enchantments. EnchantmentSlowAndSureCost becomes 66, while EnchantmentQuickAndDirtyCost becomes 2. Largish enchantment circles are fairly common, making it possible to use Quick And Dirty enchantments up to 100 energy; EnchantmentQuickAndDirtyThreshold is set to 100. Enchanters can put up to Enchantment skill level in energy into a spell per day; since all costs are going to be based around skill 15 the average enchanter can put 15 energy per day into an enchantment. This means I have an EnchantmentEnergyMultiplier of 1/15 = 0.066666666 for my campaign.

Code:
Version=3
* The version information above MUST be the first line of the data file
[ATTRIBUTES]
EnchantmentEnergyMultiplier, basevalue(0.066666666), display(no), hide(yes)
EnchantmentSlowAndSureCost, basevalue(66), display(no), hide(yes)
EnchantmentQuickAndDirtyThreshold, basevalue(100), display(no), hide(yes)
EnchantmentQuickAndDirtyCost, basevalue(2), display(no), hide(yes)
Running the Numbers:
Using the formula's on Magic p. 22 using the Typical Monthly Pay from p. B517 we can come up with the following costs for Enchanters at various tech levels:

Code:
TL    Daily        Q&D
      Pay          Cost
  0     30         x0.79
  1     31         x0.82
  2     32         x0.85
  3     33         x0.9
  4     38         x1
  5     42         x1.4
  6     47         x2
  7    100         x2.75
  8    124         x3.3
  9    171         x4.5
 10    267         x7
 11    386        x10
 12    505        x13
We can use @indexedvalue() to set these variables based on Tech Level as follows:
EnchantmentSlowAndSureCost will be based on the first column:
@indexedvalue("ST:Tech Level::basevalue"+1, 30,31,32,33,38,42,47,100,124,171,267,386,505)

EnchantmentQuickAndDirtyCost will be based on the second column:
@indexedvalue("ST:Tech Level::basevalue"+1, 0.79,0.82,0.85,0.9,1,1.4,2,2.7,3.3,4.5,7,10,13)

Code:
Version=3
* The version information above MUST be the first line of the data file
[ATTRIBUTES]
EnchantmentEnergyMultiplier, basevalue(1), display(no), hide(yes)
EnchantmentSlowAndSureCost, basevalue(@indexedvalue("ST:Tech Level::basevalue"+1, 30,31,32,33,38,42,47,100,124,171,267,386,505)), display(no), hide(yes)
EnchantmentQuickAndDirtyThreshold, basevalue(60), display(no), hide(yes)
EnchantmentQuickAndDirtyCost, basevalue(@indexedvalue("ST:Tech Level::basevalue"+1, 0.79,0.82,0.85,0.9,1,1.4,2,2.7,3.3,4.5,7,10,13)), display(no), hide(yes)

Last edited by ericbsmith; 08-28-2011 at 05:01 PM.
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