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Old 01-08-2016, 03:49 PM   #10
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: GURPS Dungeon Fantasy 18: Power Items

Quote:
Originally Posted by Bruno View Post

I immediately see use as an Alternate Ability, for example as a Learned Prayer/Miracle for a Dungeon Saint.
That's the thing . . . Even with basic clerics and wizards using stock power-ups, it'll often be an alternative ability. Nobody will actually need this at the same time as Magical Bolt 2d-1 [45], Retribution [40], Secret Teleportation Spell [100], etc., so there will be a cost savings. It's even worth putting into an AA set with abilities that have limited uses and recovery times, because you could use it at the start of the day, recover, switch to your one-off, use that and freeze your AA, get your one-off back, use Recharger again, and recover, ad infinitum.

Of course, the ultimate test is "Would you buy it?" Those who won't, won't. Those who will, will find ways to make it useful. I've worked out more than a few abuses that give me pause at 75 points, and I'm pretty sure anybody familiar with DF could work these out.
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