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#1 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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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.
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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: Jul 2015
Location: Phoenix, AZ
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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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Blog Running Games on Tuesday (online). Playing Sunday. |
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#4 |
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Join Date: Nov 2009
Location: GMT-5
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Awesome book.
Quick question: Can mind control be used to make someone use up their power item against their will? |
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#5 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Thank you!
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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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#6 |
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Join Date: Mar 2013
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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
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#7 | |
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Join Date: Aug 2004
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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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My GURPS stuff |
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#8 | |
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Banned
Join Date: Oct 2007
Location: Europe
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| dungeon fantasy |
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