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Old 01-08-2016, 03:39 PM   #1
Kromm
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Default Re: GURPS Dungeon Fantasy 18: Power Items

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Our scout is always running out of FP, particularly because the wizard loves casting Great Haste on him, turning him into a machine gun of arrows. Our GM ruled that he could use an endurance item to recoup the FP he lost from that spell (since he isn't casting the spell, it seems more like a mundane exhaustion) -- I'm curious if Kromm would agree.
I would agree. The FP lost by a third-party Great Haste subject is totally physical and mundane. It's basically an extra-effort cost. The bit where the caster doesn't pay it if he casts on himself is woo-woo magical hand-waving, but the casting cost isn't mundane fatigue.

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Kromm, I'm curious -- how did you come up with the 75 point cost for Recharger?
There was a thread around here some time back wherein I proposed 100 points. I was called on it and therefore did some math. In the end, 75 points seemed fairer. Some people felt it wasn't worth more than a few points, others that it had no fair, finite price, but I chopped off both of the extremes and looked at the middle.
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Old 01-08-2016, 04:24 PM   #2
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Default Re: GURPS Dungeon Fantasy 18: Power Items

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There was a thread around here some time back wherein I proposed 100 points. I was called on it and therefore did some math. In the end, 75 points seemed fairer. Some people felt it wasn't worth more than a few points, others that it had no fair, finite price, but I chopped off both of the extremes and looked at the middle.
It was this post from this thread.
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Old 01-09-2016, 11:40 AM   #3
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Default Re: GURPS Dungeon Fantasy 18: Power Items

http://pseudoboo.blogspot.com/2016/0...wer-items.html

My review. Good pull quotes. Very specific focus with no beating around the bush. Wish there was slightly more, but it delivers on exactly what it promises.
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Old 01-09-2016, 03:31 PM   #4
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Default Re: GURPS Dungeon Fantasy 18: Power Items

Awesome book.

Quick question: Can mind control be used to make someone use up their power item against their will?
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Old 01-10-2016, 01:36 AM   #5
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Default Re: GURPS Dungeon Fantasy 18: Power Items

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Awesome book.
Thank you!

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Quick question: Can mind control be used to make someone use up their power item against their will?
They can't just be told, "Empty your power item," because there's no quick way to dump all the energy at once for its own sake, without using a fatiguing ability. If you can maintain control for an hour, though, you could order them to unlink from it (p. 11). But it would probably be easier to command them to use some fatiguing ability in a useless way – or even better, for your benefit – and to draw energy from their power item until it's all gone. Telling a wizard to cast the biggest Create Air he can manage would do the job in a second; ditto having a cleric cast, say, Awaken on a huge area.
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Old 01-26-2016, 09:17 PM   #6
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Default Re: GURPS Dungeon Fantasy 18: Power Items

Question: How does this (And several other previous works when I think about it) effect the cost of magic items? And normal rules anything that allows a Mage to have more energy to put into spells changes the break points for enchanting, but DF doesn't follow the normal rules
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Old 01-26-2016, 09:45 PM   #7
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Default Re: GURPS Dungeon Fantasy 18: Power Items

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Question: How does this (And several other previous works when I think about it) effect the cost of magic items? And normal rules anything that allows a Mage to have more energy to put into spells changes the break points for enchanting, but DF doesn't follow the normal rules
They would have a huge effect is on the limit for Quick and Dirty enchantments. This might already be figured in for DF, the Q&D limit is 100 energy, not 60.

Assumptions: 1 Master (1,400 per month), 5 journeymen (700/month). 6 50 FP Power Items ($69,000 each, spread out over 1 year), 30 apprentices whose job is to practice Recover Energy and Lend Energy (Poor, $200/month ea). 2 "cycles" of spend and recharge is 720 energy a day, which would actually bring the per energy price to almost exactly $1 again... but with a Q&D limit of 360.

Basically, the limit is more "how much capital does the guild want to have sitting around in expensive power items". A rich, established guild could really crank out Q&D items, or at least have a huge reserve for special rush orders. Especially since, with the above assumptions, after year 1, you could increase the value of each of those power items by $69,000 a year. Nice, steady progress to ever higher Q&D limits. You might run out of Lend Energy apprentices before you run into a limit on power item use, really.
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Old 01-26-2016, 10:31 PM   #8
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Default Re: GURPS Dungeon Fantasy 18: Power Items

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Question: How does this (And several other previous works when I think about it) effect the cost of magic items? And normal rules anything that allows a Mage to have more energy to put into spells changes the break points for enchanting, but DF doesn't follow the normal rules
They don't affect it, because GURPS DF is explicitly not about world simulation.
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