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Old 11-13-2014, 12:03 PM   #11
Anthony
 
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Default Re: [DF] Power Item

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).
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Old 11-13-2014, 12:09 PM   #12
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Default Re: [DF] Power Item

Yeah, trickle recharges are basically fine. It's one-shot, "I'm my own temple!" magic that converts personal FP into power-item energy that's breakable.
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Old 11-13-2014, 12:17 PM   #13
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Default Re: [DF] Power Item

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Originally Posted by Kromm View Post
Yeah, trickle recharges are basically fine. It's one-shot, "I'm my own temple!" magic that converts personal FP into power-item energy that's breakable.
Well, assuming recover energy 15 and that the ratio is 1:1 (don't have the source atm, I vaguely recall something more like 3:1), it lets you produce $60 in value per hour, which over a month of normal working hours is ~10k. That's 14x normal wages, so it's "very wealthy" plus perk "being a powerstone-recharging grunt is a job at my wealth level" (I like that as a house rule: for any skill where it makes sense, you can take a perk to make it a job at your wealth level, and your productivity is increased so your earnings are appropriate. Works nicely for enchanters too).
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Old 11-13-2014, 12:27 PM   #14
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Default Re: [DF] Power Item

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Originally Posted by Kromm View Post
Yeah, trickle recharges are basically fine. It's one-shot, "I'm my own temple!" magic that converts personal FP into power-item energy that's breakable.
For the record, I was referencing Matt's Regenerating Reserve and Rechargeable Reserve from p. 47-48 of GURPS Dungeon Fantasy 8: Treasure Tables, rather than a caster who could recharge his own power-item. I'm sorry if that wasn't clear. Though it does make me wonder how you might treat a power item that only supplies FP for a single spell or particular college.
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Old 11-13-2014, 12:36 PM   #15
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Default Re: [DF] Power Item

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Originally Posted by the_matrix_walker View Post
You're welcome... and I'm not familiar with "This one goes to 11" so I can't help there.
It allows dice to be "Platonically Ideal" and roll 3.5, rounding up to the nearest point where odd numbered dice are concerned. Found it either in an Odds and Ends or Eidetic Memory, don't know which. I'd imagine it changes the math for powerstones, but I'm not really sure how.

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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Old 11-13-2014, 12:51 PM   #16
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Default Re: [DF] Power Item

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It allows dice to be "Platonically Ideal" and roll 3.5, rounding up to the nearest point where odd numbered dice are concerned.
Though really something named "This one Goes to 11" should be basically for the opposite purpose, that is of pumping things into an extreme one step beyond the normal limits (setting the volume on speakers that are only supposed to go to 10 up to a nonexistant 11, charging 11d/turn into a Missile spell when your Magery is 10, and things of that nature).

This is more akin do D&D's "Take 10" or whatever it was called.
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Old 11-13-2014, 01:46 PM   #17
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Default Re: [DF] Power Item

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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Old 11-13-2014, 02:25 PM   #18
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Default Re: [DF] Power Item

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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.
It shouldn't since Power Items are already charged by NPCs that are assumed to always succeed.
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Old 11-13-2014, 02:40 PM   #19
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Default Re: [DF] Power Item

That's true. I suppose that the 5% of the time players aren't exposed to doesn't matter. Which is fair enough.
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Old 11-13-2014, 10:43 PM   #20
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Default Re: [DF] Power Item

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Originally Posted by Ghostdancer View Post
For the record, I was referencing Matt's Regenerating Reserve and Rechargeable Reserve from p. 47-48 of GURPS Dungeon Fantasy 8: Treasure Tables, rather than a caster who could recharge his own power-item. I'm sorry if that wasn't clear. Though it does make me wonder how you might treat a power item that only supplies FP for a single spell or particular college.
My response of double was with that understanding. A Regenerating Reserve costs double per FP than a Rechargeable Reserve for a Magic Item, so why should it not be the same relationship for a Power Item?
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