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Old 01-09-2012, 11:55 AM   #10
Turhan's Bey Company
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Default Re: Loot in GURPS??

Quote:
Originally Posted by Sniperkitty View Post
lets say i wanted to create the GURPS equivalent of http://www.dandwiki.com/wiki/SRD:Handy_Haversack
Hideaway and Lighten enchantments. No, it's not an exact match, but it's pretty close. For pricing, GURPS Magic provides a suggested price for magical items per point of energy, and the Dungeon Fantasy line is rather more explicit about what magical items cost. I'm getting the impression you don't have GURPS Magic, but you probably really want it if you're going to run a dungeon crawl sort of campaign, since it at least partly answers a number of your questions.

Quote:
Originally Posted by Sniperkitty View Post
I'm not noticing this much guidance in GURPS.
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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