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#1 |
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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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The person who says it cannot be done should not interrupt the person doing it. |
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#2 |
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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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#3 |
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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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#4 | ||
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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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#5 | ||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
Quote:
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#6 |
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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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