|
|
|
#11 | |
|
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
|
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.
__________________
I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
|
|
|
|
|
|
#12 | |
|
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Quote:
An even deeper issue is that GURPS doesn't have a concept like character levels. You can't say "250 points is about like 7th level D&D", any more than you can say "All 40 year old Americans drive cars worth between $15,000 and $25,000". Some can't drive, some drive cars worth a lot less, and some worth much more. A GURPS 250 point TL10 catgirl bioroid from the Mars of Transhuman Space won't be able to do much in a D&D world, and a D&D magician won't be able to breathe, let alone do any magic, on the Mars the catgirl is from. |
|
|
|
|
|
|
#14 | ||
|
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
|
Quote:
Also, there are a number of considerations whether to drop a magic item into the characters lap beyond their level of ability (and besides genre and play style): for one, plausibility, and for another, focus. The plausibility angle means that you first need to think about whether a given item makes sense as loot in a given situation - enemies don't drop loot depending on the character level, but depending on what they're carrying around. If you rob a goblin peasant, you won't find much of value, even if you are a famous demigod. If you steal from the Liche King, he'll have insanely powerful items even if you are a measly 20CP-character (Neither the goblin nor the lich will have a simple C-cell, in all likelihood). The focus angle means that you, as GM, need to decide whether you want an item, depending on its effect. A Ring of Regeneration makes wounds less scary. If you want a tense game with a high bodycount, then that's not a good item for you. Quote:
__________________
Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
|
||
|
|
|
|
|
#15 |
|
Join Date: Dec 2011
|
Turhan beat me to it, but I second that motion. The cost is relative to how common or how rare magic items are in your world. The accepted standards presented in Magic are that any item with an energy cost to create equal to or less than 60 will cost $1 per point of energy. Any item that requires more energy than that to create will cost $33 per point of energy. The math behind those prices is laid out in detail in Magic. I understand that Dungeon Fantasy increases the $1/point threshold to 100 energy, but otherwise is the same.
Regarding the skill bonus items you asked about, the spell Lend Skill does that. However, it was subject to severe abuse in 3E and so in 4E can no longer be enchanted into items. Attribute bonuses (ST, DX, etc.) still exist in enchantment form though they are expensive (+1 to DX is 2000 energy). 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? There are spells that mimic some advantages and can be enchanted into items - Combat Reflexes and Perfect Balance, for example. Removing a disadvantage is rare but some spells can have such an effect - Bravery to mitigate a Phobia, for instance. The Powers book also has rules for creating intelligent items that fall under the Allies advantage. Since these items are characters, they can have advantages and some grant them to their wielder. As for the question of allowing players to start with enchanted items, I usually go with: if they can afford it, let them. The prices are generally prohibitive to starting characters, even wealthy ones. While buying armor with Fortify +1 on it costs only $50 more, having +1 DR isn't going to throw the game out of balance. Buying that weapon that has Accuracy +2 costs an additional $33,000, so will be well out of reach for anyone who is not Filthy Rich. I can think of many better ways to spend 50 cp's other than on Filty Rich, especially at character creation. Finally, a note that is presented in one of the Dungeon Fantasy supplements advises that it's generally better to err on the side of being too generous with loot than too stingy. Many rules allow for the destruction of equipment, especially weapons and shields. Thieves, tax collectors, Enemies, etc., all have their eye on cool items, too. Players who want to make sure an item sticks around will have to pay for it with cp's in Signature Gear (1 cp/$500 value). Everything else should be considered temporary. |
|
|
|
|
|
#16 | ||||
|
Join Date: Dec 2010
Location: Seattle
|
Quote:
Quote:
Quote:
Quote:
Is this the ideal way for things to work? It is for MY campaign, because I think it will be fun (and possibly serve dramatic purposes). But it may not be for any one else's campaign. A lucky roll could create power imbalances. But it could also serve as a plot hook, and can serve to help a player flesh out his character to explain why he has a +5 sword of thwacking. I could just as easily sit down with each player and give them magic items to start with, which could also be fun (I've done it before). None of these are bad ideas, they just create different campaigns. Starting out with nothing by 3 gp, a knife and a loincloth helps to set the tone of the campaign, at least initially, just as much as much as starting out with a magic sword, a horse, and a good suit of armor.
__________________
Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
||||
|
|
|
|
|
#17 |
|
Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
|
You are clearly very diplomatic. I applaud your caution... Huzzah!
-P
__________________
~~~~~~~~~~~~~~~~~ P. Mandrekar, Geneticist and Gamer Rational Centrist "Everyone is entitled to his own opinion, but not his own facts"- Daniel P. Moynihan |
|
|
|
|
|
#18 |
|
☣
Join Date: Sep 2004
Location: Southeast NC
|
You could also treat the bag of holding family of items as a gadget (see Characters p. 116) giving Payload.
As has already been said, GURPS can't afford to assume much about the setting. A magic item might be a cheap, utilitarian thing in one setting, and a priceless artifact in another.
__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
|
|
|
|
|
#19 | ||
|
Join Date: Jan 2012
|
Quote:
Quote:
I realize now that the restrictions of d&d require the expansion of abilities through items (i'm level 10 and i want a higher lockpick skill than i can normally have at level 10? well i'll just get an item that boosts it!), and gurps doesn't have those restrictions, you just give points, and they can buy what they want with it. Kinda like the difference between getting someone a gift (D20 ogl), and giving them cash (gurps). So how else do I (or you) reward players? how do you yourself make sure not to give a gift that is worth much more than you expected? |
||
|
|
|
|
|
#20 |
|
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Kromm recommends (in DF2) giving too much rather than too little. You can always take stuff away (although it may elicit howls of protest).
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
|
|
|
![]() |
| Tags |
| dungeon fantasy, magic item creation |
| Thread Tools | |
| Display Modes | |
|
|