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#10 | |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Quote:
Yep. The thing is, GURPS as a system can't make the kind of assumptions that D&D does about what's valuable and what isn't, the prevalence of magic, and so on, and it lacks really good metrics for that sort of thing anyway. For example, in a campaign based on the works of Jane Austen, such an item may be theoretically priceless (since it's effects are, in a mundane 19th century setting, miraculous) though not particularly useful to characters, since they're spending all their time negotiating advantageous marriages rather than toting around equipment. In an ultra-tech campaign, it's probably reasonably useful but not particularly valuable because everybody can get force-fielded antigravity bags down at the corner store. You need to get into specific types of campaigns in order to nail down the utility of unusual items like that, and the GM often has to make his own decision rather than just rely on what the books tell him, because the books may not be adequate to support the GM's unique creation. If you're running, as it seems you may be, a D&D-ish sort of campaign, I'll reiterate the calls that you look into the Dungeon Fantasy line. That will give you answers suited to that particular kind of game.
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| Tags |
| dungeon fantasy, magic item creation |
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