Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 09-21-2015, 02:48 PM   #7
evileeyore
Banned
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: DF 1 & 8 - Magic Item Cost Disparity?

Quote:
Originally Posted by Bruno View Post
Deflect got increased to 500/2500/8000/15000/25000 energy; Defending Shield/whatever reduced to Energy Cost is reduced to 100/500/2000 energy. My full rules are up here.
Oh, I like. Consider it stolen.

Quote:
I didn't change the costs of Puissance and Accuracy, they didn't make things wonky in-play the same way (rule zero with house-rules: does this issue come up in-play?). Also it was weird as heck that a general bonus to all defenses cost so much less than a bonus to blocks only. Just, WTF? I don't even. So, it is now fixed.
Cool. I was just wondering as I haven't run an 'over-the-top' Dungeon-style fantasy game since 3e, and have managed to avoid needing the Magic book up till now...

Quote:
I did add an enchantment to counter Penetrating Weapon - my players like armor piercing arrows, and sort of gravitated towards Penetrating Weapon when they saw it. Since I don't have PC enchanters I didn't bother with prerequisites, but I defined two levels, hardened vs AD 2 for $1000 (50 energy) and hardened vs AD 3 (150 energy).
Sounds good. I'll consider it as well.
evileeyore is offline   Reply With Quote
 

Tags
dungeon fantasy, magic


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:46 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.