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#41 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Quote:
In GURPS, even in GURPS DF, you just need to decide what's appropriate. My experience is to err on the high side with money** and the low side with magical power items. It's easier to soak excess money away without rancor than to convince someone it's totally fair that a disenchanting monster surprised them and whacked their vorpal blade away (although IIRC Gary Gygax did that to someone's character). So it's really up to the GM. A weakness of GURPS is that you don't have an out of the box solution that answers all balance and appropriateness concerns. A strength is it's flexibility - you aren't a priori informed of the "right" answer and you can make one that fits your own game best. * Yes, guys, I'm aware of random treasure rolling, treasure types, the chance of finding unguarded treasure in a room, etc. I mean they didn't tell you a level X guys should be fighting level Y monsters and have level Z treasure. You *could* roll up a single troll who had the Hand of Vecna in his stash in 1st edition AD&D, not that I ever did . . . ** I've been learning that the hard way in own DF game.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#42 |
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Join Date: Nov 2008
Location: Augsburg, Germany
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| Tags |
| dungeon fantasy, magic item creation |
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