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Old 09-29-2016, 12:48 PM   #1
Jaware
 
Join Date: Aug 2015
Location: Everywhere and Nowhere
Default Re: Advantages as "Enchnatments" or artifacts?

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Originally Posted by Gnome View Post
If you're looking for a way to grant advantages through a magic item but you still want the PC to pay points for it, see Gadget Limitations (B116-117). If you don't want to charge points for it, that's fine too. The PC finds the item and it does whatever it does!

As far as whether a particular magic item is "balanced," the point system is supposed to help with that (with lots of GM oversight), so charging CP through Gadget Limitations might be the way to go if you're looking for point balance, and especially if the PCs are creating their own such items.
"Game balance," which has never been all that well-defined in my mind, is very campaign-dependent and requires the GM and players to come to some understanding of what they think is "fair."

In old-school rpgs, over-the-top game-breakingly powerful magic items such as vorpal swords, holy avengers, staffs of wizard power, etc. are traditional. See DF6, DF8, and DF Treasures 1&2 for GURPS examples of these kinds of things.
That works. As far as balanced, I was referring to balanced as in gives equal bonuses as disadvantages.

Like for instance, the katana hemophilia sword. It does its thing, but at the same time, if it's used more than say... 25 times in a day, it imparts something like bloodlust and delusions on the user.

And then maybe the sword speaks to them the more times they use it. And then when the user falls uncontious, the sword offers them an out. It offers to lend them it's power for a price. If the user bites, they are revived with full hp, and certain advantages and disadvantages, their body changes causing structural damage after combat is over, etc and bloodlust, callus, they turn hostile to anyone around them they lose control of their character etc. And they bleed 1 FP a turn until it's drained and then they revert back. To KO state. Laying in a pile of bodies. Inconviently forced to reap what they've sown.

I was thinking about how to balance that ability, preferably with point stuff
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Old 09-29-2016, 01:15 PM   #2
dfinlay
 
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Default Re: Advantages as "Enchnatments" or artifacts?

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Originally Posted by Jaware View Post
That works. As far as balanced, I was referring to balanced as in gives equal bonuses as disadvantages.

Like for instance, the katana hemophilia sword. It does its thing, but at the same time, if it's used more than say... 25 times in a day, it imparts something like bloodlust and delusions on the user.
Note that this isn't balanced in the sense you described as having it is strictly better than not having it (assuming you know what it does and have control over your actions, since you can default to not using it (net zero from having it) and only use it when using it is worth it. That said, it's a powerful magic item. Owning it should probably be better than not. In general, the way you stat items is to say "It does X" and move on, though requiring characters to buy gadget limitations can make sense in certain contexts.
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Old 09-29-2016, 01:32 PM   #3
Colarmel
 
Join Date: Aug 2012
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Default Re: Advantages as "Enchnatments" or artifacts?

If you want to have an evil sword, design it as a character. I think Thaumatology has rules on this. Secretly roll a contest of wills each time your players use it. Include comments like "you feel a surge of pleasure as you cut the goblins throat. You like this sword." But don't tell them why this is happening. Or, if your players are absorbed enough in pursuing power at any cost, tell them something more obvious, "A primeval dread clutches as your heart as you put the sword to its deadly purpose."

Getting the swordsman PC who uses it after the fight to let go of it can be an adventure in itself. If you're going to give a PC an artifact that turns him evil, make sure he has a chance at redemption.

Letting your players know the dangers of it and how to use the thing safely means the dangers don't really matter, probably your players will say, "Oh. Okay. I can use this 25 (way too many) times a day, and then switch to my normal sword." To have the PCs counting uses of the incredibly powerful evil sword is miles outside of the dramatic and genre conventions that make evil swords interesting.
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Old 09-29-2016, 03:43 PM   #4
Jaware
 
Join Date: Aug 2015
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Default Re: Advantages as "Enchnatments" or artifacts?

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Originally Posted by Colarmel View Post
If you want to have an evil sword, design it as a character. I think Thaumatology has rules on this. Secretly roll a contest of wills each time your players use it. Include comments like "you feel a surge of pleasure as you cut the goblins throat. You like this sword." But don't tell them why this is happening. Or, if your players are absorbed enough in pursuing power at any cost, tell them something more obvious, "A primeval dread clutches as your heart as you put the sword to its deadly purpose."

Getting the swordsman PC who uses it after the fight to let go of it can be an adventure in itself. If you're going to give a PC an artifact that turns him evil, make sure he has a chance at redemption.

Letting your players know the dangers of it and how to use the thing safely means the dangers don't really matter, probably your players will say, "Oh. Okay. I can use this 25 (way too many) times a day, and then switch to my normal sword." To have the PCs counting uses of the incredibly powerful evil sword is miles outside of the dramatic and genre conventions that make evil swords interesting.
That sounds like something that I can work with. Though I'm not thinking of it as an evil sword just one that likes to be used. And preferably released however possible. But it sounds like something that I can work around. The concept isn't set in stone yet. It's just a concept still.

I wasn't planning on making them aware of its dangers. I was planing on letting them figure it out as they go... Probably by trial and error.... Muahahahaha, but that's aside of the point. I wasn't planning on making the user evil per say. Just more of a killer instead of a goody two shoes. For instance the bloodlust and callous. The sword just wants to be used. It had been sealed away for so long that now it wants to taste battle and spread its wings so to speak. Regardless of who uses it. As long as it is used then it's happy.
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Old 09-29-2016, 01:33 PM   #5
Anaraxes
 
Join Date: Sep 2007
Default Re: Advantages as "Enchnatments" or artifacts?

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Originally Posted by Jaware View Post
if it's used more than say... 25 times in a day, it imparts something like bloodlust and delusions on the user.
A very close description of the Corruption mechanic in GURPS Horror. Those rules include a Limitation for abilities which can cause Corruption. How fast you can cleanse accumulated Corruption and what it takes to do so you might tinker with, as the details will affect the flavor of the setting.

Last edited by Anaraxes; 09-29-2016 at 01:36 PM.
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Old 09-29-2016, 03:45 PM   #6
Jaware
 
Join Date: Aug 2015
Location: Everywhere and Nowhere
Default Re: Advantages as "Enchnatments" or artifacts?

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Originally Posted by Anaraxes View Post
A very close description of the Corruption mechanic in GURPS Horror. Those rules include a Limitation for abilities which can cause Corruption. How fast you can cleanse accumulated Corruption and what it takes to do so you might tinker with, as the details will affect the flavor of the setting.
That sounds like a very interesting mechanic. I'll have to drag up that book from where ever, I don't remember if I have it or not.... But I'll get my hands on it some way.

I do like the way that works though. It could nicely work out how it does its deal to make the user want to, or feel the need to, use it...

I like it. I appreciate it my friend.
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Old 09-29-2016, 03:50 PM   #7
Jaware
 
Join Date: Aug 2015
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Default Re: Advantages as "Enchnatments" or artifacts?

So far I've gotten pretty much all that I need. Though the only thing that I haven't gotten a good in depth response on is just the regular bits.

Like. If one of the characters walks into an enchanting shop and wants his shortsword enchanted with striking strength +2, how do I price it?

Or armor enchanted with lifting strength +3, or what have you?

I would assume that there's some correlation between point cost of the advantage and how much money it would cost.
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Old 09-29-2016, 03:54 PM   #8
Jaware
 
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Default Re: Advantages as "Enchnatments" or artifacts?

Oh, and I just thought of another piece that could go well with a cursed sword.

What if the sword gave you X skill with the weapon as long as you held it, or added say +X or X/2 to a cap of say 18 or so to their skill if they already have said skill.

That would make them more inclined to use it over a "normal" weapon. Cause they can use it, or they can use it better than a normal weapon. And then it has all these cool features attached to it.

And how would I make a skill X enchantment?

I want to say I read an article about turning skills to advantages in a pyramid article not to long ago...

Maybe that can be converted to money in some way similar to the other "points to money" from the striking str +2 or what have you?
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