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Old 03-15-2013, 08:36 AM   #51
Bruno
 
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Default Re: Eberron - anyone has a conversion?

Quote:
Originally Posted by Jürgen Hubert View Post
Now I need to figure out what Simple, Average, Complex, and Amazing represents in terms of energy points in enchanting... any suggestions?
Well, pick some examples and see if you can find a pattern. That's a good place to start.

So: At the extreme end, I think we can agree a Great Healing item is Amazing (4000 energy).

And at the trivial end, a 60-energy Seek Air item is probably Simple :) I'd probably go as high as 100 energy for Simple, at the least.

Is a +1 sword Average? It seems a classic magic item, so that might make it pretty Average; on the other hand, 4e D&D has +1 items pretty quickly, and that would vote for Simple, possibly giving you an upper range on Simple. That's 250 energy, classify it depending on the feel you're going for.

Shatterproof is the "basic" enchantment for magic weapons in D&D - all magic weapons being pretty darn tough. That's 400 energy - Simple (if your +1 sword is simple), or Average?

What about a +2 sword? Is that Average, or Complex? (1000 energy) a 2 Power enchantment or 2 Speed enchantment is also 1000 energy.

What about a Great Wish? that's 2000 energy, but not quite as fancy as a D&D Wish. Is that Complex or Amazing? Restoration is 2000 energy as well.

But there's also 4000 and 8000 energy spells in there, those are pretty clearly Amazing.

My inclination is to go with the following
Simple: 1-199 energy
Average: 200-999
Complex: 1000-3999
Amazing: 4000+

EDIT or alternately
Simple: 1-250
Average: 251-1500
Complex: 1501-3999
Amazing: 4000+
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Last edited by Bruno; 03-15-2013 at 08:39 AM. Reason: Squeezing 4000+ into amazing, oops
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Old 03-15-2013, 09:36 AM   #52
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Default Re: Eberron - anyone has a conversion?

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Originally Posted by Bruno View Post
My inclination is to go with the following
Simple: 1-199 energy
Average: 200-999
Complex: 1000-3999
Amazing: 4000+
I think I will stick with this one, thanks.
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Old 03-16-2013, 03:14 AM   #53
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Default Re: Eberron - anyone has a conversion?

Other thoughts:

I think I will do away with the "spell slots" for normal mages. Sorcerers are just mages with Wild Talent.

Clerics and druids will be adapted from the Dungeon Fantasy archetypes.
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Old 03-16-2013, 08:17 AM   #54
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Default Re: Eberron - anyone has a conversion?

Sometimes I feel like Sorcerers (in the basic GURPS magic system) are mages who have taken Shortcuts to Power perks to "snipe" a small set of spells, and then spent the rest of their points on a pile of Energy Reserve so they can cast all day.
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Old 03-16-2013, 08:47 AM   #55
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Default Re: Eberron - anyone has a conversion?

I've made D&D Wizards use standard GURPS magic with prerequisites, while Sorcerers use spell levels tied to Magery level that contain exactly the same spells Wizards use, but Sorcerers can chose whatever spells they want without regard to prerequisites. They are, however, restricted to a maximum of (Magery minus spell level) spells from a given level. Sorcerers can have more Magery and Energy Reserve than Wizards and so far this works fine. It makes Sorcerers powerful, but less versatile than wizards - a good choice for less experienced players, too.

Thinking about it, this is basically Bruno's approach with less bookkeeping for Shortcut to Power perks.
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Old 03-16-2013, 11:09 AM   #56
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Default Re: Eberron - anyone has a conversion?

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Originally Posted by Blind Mapmaker View Post
I've made D&D Wizards use standard GURPS magic with prerequisites, while Sorcerers use spell levels tied to Magery level that contain exactly the same spells Wizards use, but Sorcerers can chose whatever spells they want without regard to prerequisites. They are, however, restricted to a maximum of (Magery minus spell level) spells from a given level. Sorcerers can have more Magery and Energy Reserve than Wizards and so far this works fine. It makes Sorcerers powerful, but less versatile than wizards - a good choice for less experienced players, too.

Thinking about it, this is basically Bruno's approach with less bookkeeping for Shortcut to Power perks.
For the sorcerers, in a way, it's almost like how Power Investiture works. I think that's a really good idea to go about separating the two classes.
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