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#1 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Yes, it's the minimum value of an item that could hold that much energy as a Powerstone. It uses mundane item value before any magic. There's some rounding for nice figures, but that's basically it. And the recharge cost is just the price to cast Manastone, since power items are essentially that. All the other weirdness about being able to have just one, use only your own, designate a replacement, charge only in town, etc. is beside the issue of cost, and there for "feel."
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#2 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#3 | |||
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Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Quote:
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Not for me anyway. Quote:
One other question though: does This One Goes to 11 change anything?
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Last edited by Dwarf99; 11-13-2014 at 11:29 AM. |
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#4 | |
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Join Date: May 2005
Location: Lynn, MA
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b) There is no precedent I can think of, so any answer would be pretty arbitrary. You're welcome... and I'm not familiar with "This one goes to 11" so I can't help there. |
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#5 | |
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Join Date: Nov 2006
Location: Fayetteville, Arkansas
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I already use it for non-magical crafting (applying time spent, materials, and CF modifiers). I think I may use it for Monster Defense and make Player Attacks hit a margin based on the margin derived from appying a roll of 11 to the monster's appropriate defense value (so a Watcher from DF Monsters has a Defense of +3 and you need a margin of 4 to hit it). |
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#6 | |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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This is more akin do D&D's "Take 10" or whatever it was called.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#7 |
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Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Be that as it may, I didn't write or name the article, I asked if it would have an impact on Power Item prices.
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#8 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
As for (b), that amounts to being able to turn, say, two $1,100/8 FP items into the equivalent of one $4,300/16 FP item, saving a fair bit of money. The illogical extreme is stuff like 40 $50/1 FP items providing 40 FP for $2,000 instead of the $37,000 usually needed for that much energy. Having all the energy in one place permits bigger single spells, but that's not usually much of a limitation. Thus, I'd say it amounts to giving the spellcaster an open-ended pile of cash . . . I'd price it at 50 points, like Filthy Rich, at least. If it's paid per source rather than for "however many sources I like," I might relent and charge 15 points per extra power item. These amount to Unusual Backgrounds in the vein of Invention (p. B477) or Artifact (DF 6, p. 20).
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#9 | ||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
Quote:
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My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
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#10 |
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Join Date: Feb 2005
Location: Berkeley, CA
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On recharging items, I've generally figured that you should be able to have 'dedicated' independent income that provides a fixed value per time period, and makes up for the reduced flexibility with improved availability. Thus, a reserve that recharges at 1 point per day is $150 per month, or about 2 points of II for a normal wealth character (this applies to other things too, such as enchanting).
Last edited by Anthony; 11-13-2014 at 12:12 PM. |
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