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#9 |
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Join Date: Jan 2012
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you guys... are delightfully weird.
so, basically 5 things (i think?): anyway, lets say i wanted to create the GURPS equivalent of http://www.dandwiki.com/wiki/SRD:Handy_Haversack 1.in d&d the price is given for an item to give the gm an idea of how powerful it actually is, in order to gauge when it would be appropriate to give it to the character. that's why the resultant price is included in the item creation. I'm not noticing this much guidance in GURPS. There is a price chart for powerstone costs, but i don't understand how that might be ported to every other type of magic item. If i wanted to create that handy haversack, how much would it be/how valuable would it be in terms of player reward? 2. how would i create that one? there isn't an exact spell for that, and items listed in the books recommended don't even nearly match it. 3. what if i didn't want it to be a magical handy haversack, i wanted it to be a technological handy haversack? psionic powered? what would the difference be? how would i create it, and especially calculate the costs/value? 4. what if i want to create an item that modifies or gives bonuses to an advantage? or mitigates (or enhances) a disadvantage? what are the rules for such items? In D&D the explicitness of the rules are INCREDIBLY helpful because it gives a very good idea of the value of the loot, and you can know the in game value of an item that gives a bonus to a skill, increases magic, gives an ability, etc to anything and any effect. the rules are like a valuable crutch to the GM. Am I missing the rules for a ring/amulet that grants a +x bonus to y skill? for granting +x bonus to y stat? 5. I don't know whether i should give my 135 point starting players one of those backpacks to start with, or wait till 200 points, or 250, or ... you get my point. at what level is a certain item appropriate? THAT'S the biggest thing i need help with. Last edited by Sniperkitty; 01-09-2012 at 11:39 AM. |
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| Tags |
| dungeon fantasy, magic item creation |
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