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#1 | |
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Join Date: Feb 2012
Location: America
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So, in summery,
1. Mana Enhancer- just do not allow it. 2. Using larger spells to knock out smaller ones just shifts the defense from the opposed Path check to the targets resistance. 3. This works for gates. However, Quote:
Of course where you get bullets is still a question in that example, but not directly related. As for 4. I am planning to just use the Slow and Sure Enchanting (RPM p. 34-35) and put a price on it.
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#2 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
The rules I presented use the Slow and Sure Enchanting method - you just get the framework for them already in place. You know how much it costs, what it weighs, and so on.
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#3 |
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Join Date: Feb 2012
Location: America
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Mk, I do not have Pyramid #3/46: Weird Science, and at the moment if I were to buy a book it would have to be the new How to Be a GURPS GM, so I will have to put that on the to-get list when I has more to spend.
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#4 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Mook's book is quite good. :-) If you want magical items to be more permenant and plentiful, I suggest making each point cost the same as about half of what it costs for Spending Points for Money (usually 10% of starting wealth, so 20% of Starting Wealth) and then going from there. If you want less plentiful items make each point equivelent to 10% or even 5%. Adjust the scale from there. For something like DF or D&D where there are a ton of magical googads maybe make each point the item costs worth 5% or even 1% - of course, going that low you might end up with items cheaper than charms (depending on skill level at least). I'd probably go something like 2.5% myself for somewhere where everyone has a +1 ring of protection or the like. That's a 40-point magical item for a a full multiple of your starting wealth
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#5 |
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Join Date: Feb 2009
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I really like the idea of a 10 point item costing more than two 5 point ones, so I would avoid using the Signature Gear / Trading Points for cash route of CP conversion
I would potentially go some variant of it off 1 use wealth maybe So, if 2 points gets 1x extra starting wealth (1000 at 3e) 4 for 4000 6 for 19000 10 for 99000 15 for 990000 etc So, say, a 5 point charm would retail for between 4000 and 19000 at TL 3, Id go with averaging the two for something thats in between perhaps Modify by a percentage or whatnot to taste |
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#6 | ||
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Join Date: Feb 2012
Location: America
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Quote:
Greater Create Matter followed by an Engineering (automobile)-8 check to make it correctly Or Lesser Create Matter followed by an Engineer (automobile) -4 (create a metal chunk with rubber wheels that looks like a car) and then a Lesser Transform Matter with no check to turn it into a car. The first one requires a single casting with a high energy cost and a very difficult Engineering check, while the second one requires two prepared spells, but has an easier check and much lower energy cost for both spells. Quote:
I do like (CP^2)*(% of starting wealth) as it is easy, every time you double the CP of the item you quadruple the price. Just have to choose that % of starting wealth. I decided to go with a more complicated option after what Ghostdancer pointed out, I want 1-5pt items to common, 10-20pt to be uncommon, 50pt ones to be rare and 100+pt ones to be Legendary.
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#7 | ||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
Quote:
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#8 |
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Join Date: Feb 2009
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I haven't actually tried to use RPM items for sale yet, I've pretty much said 'All enchanted items are Magic Magic', and banned RPM enchanting stone cold. I like the idea of Metatronic Generators actually, but, I just haven't really gotten into it as Magic Magic items seem to work fine, and I already have hacked together pricing rules for Magic Magic items which are based on throwing a huge pile of setting assumptions into an Excel spreadsheet and using Solver and calling it a day
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| ritual path magic |
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