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#1 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#2 | |
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Join Date: Sep 2004
Location: Canada
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Basically because allowing player enchantment into D&D was probably a huge mistake ;) You've got basically two options with player-driven enchantment. Either it's slow, and your enchanter holds up everyone else, running up their bills in town, while he makes some magic item, and boring the pants off of them, or it's quick, and he starts pumping out a series of magical items perfectly tailored to the PCs strengths and weaknesses, creating a synergy that PCs don't normally get from dungeon-salvaged loot. Either way the GM looses control over magical enhancements in the game, and unless he's prepared for the significant "virtual" increase in power he can find himself rapidly wondering what the heck happened. If you have a player who's willing to build an enchanter, he's basically turning the game into a Monty Haul one, whether the GM wanted it that way or not. Enchantment schemes that cost the PC unspent XP or CP tend to mitigate things somewhat by slowing down advancement through intrinsic abilities, but at least in D&D enchanter-happy players seem to see it as a good investment because the good gear makes it significantly easier to earn XP later, meaning they make up the investment very very quickly.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#3 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Slow enchantments add an element of boring not-fun that I've taken huge pains to filter out of GURPS for this series, what with my totally simplified cost-of-living, travel, and foraging rules. Thus, if DF gets enchantment rules, they need to be fast, but . . . Fast enchantments -- whatever the cost in $ and points -- allow customized items, which is where things get dicey. As long as the GM decides when Haste boots show up as loot, or for sale and at what price, low Basic Move is a drawback. As soon as Haste boots can be produced . . . well, expect nobody to raise Basic Move ever again. A huge part of the fun of old-style dungeon crawls was figuring out what to do with, say, a magic sword that nobody could use. I mean, I saw AD&D magic-users give up magic and dual-class to fighter just to use a cool sword! That's the feel I'm going for here.
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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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#4 | ||||
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Banned
Join Date: Oct 2007
Location: Europe
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#5 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#6 | |
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Banned
Join Date: Oct 2007
Location: Europe
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In AD&D, player characters creating magic items is poorly supported by the rules, and often ends up involving sucking majorly up to the GM. Only with D&D 3rd Edition were player characters empowered to create the items they wanted to possess, without having to jump millions of hoops and their players manipulating the GM via all sorts of despicable metagame antics. And this proves my point, excellently, that GURPS Dungeon Fantasy is not an attempt to recreate D&D3, but rather AD&D. Which expains why GURPS DF doesn't float my boat very well. |
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#7 |
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Join Date: Feb 2005
Location: Berkeley, CA
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The big problem with PC enchantment is that being an enchanter tends to be a job. You don't really make PC smiths, so why should you make PC enchanters?
Frankly, the ability to do slow and sure enchantment is nearly useless to PCs, so I'd be perfectly willing to let PCs create magic swords with Armoury/TL3^ and a perk. |
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#8 | |
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Join Date: Sep 2004
Location: Southeast NC
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#9 |
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Banned
Join Date: Oct 2007
Location: Europe
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Kromm has been pretty explicit about GURPS DF being a remake of AD&D, and not of D&D3, and by now you all know that I'd much rather have seen a remake of D&D3. But let's accept Kromm's design goals (after all, nobody is going to try to force me to GM a GURPS DF campaign, ever).
Looking in the 3rd PDF, GURPS Dungeon Fantasy: The Next Level, a few of the species templates have a Perk that gives a -10% monery cost discount on gear with the Elven or Dwarven prefix. Why not make a full-blown Advantage (not a Perk) that lets the character produce magic items quickly, but at a cost nearly equal to their market purchase value? Say that a +1 damage sword costs $5000. editA character with the Enchanter Advantage would then be able to make such a sword in a single day, for market value -10%, or $4500, and character with the Master Enchanter Advantage would be able to make it at market value -20%, which is $4000, also in a single day. Thus, making any magic items takes 1 day, but it is very costly. Almost as costly as buying it yourself. Enchanter could cost 20 CPs, and Master Enchanter could cost 50 CP. Both lend themselves very well to the -20% Aspected Limitation, such as "Magic Weapons Only" (even though I think that it should often be a bit more, like -30% or -40%). One could presume that NPCs can have Genius Enchanter and Supreme Enchanter, which gives a discount of -30% or -40%, but I see no problems with restricting this to NPCs. Going off on my own, about Aspected for Enchanter, I think that Magic Weapons And Armour only should be -15%, and Magic Weapons or Magic Armour should be -20%. Anything not to do directly with weapons or armour should be more than -20%, and even more if it is a narrow category. Likewise, Magic Axes Only or Magic Swords Only, or Magic Mail Only, should be at least -25%, and probably -30% for a specific weapon type like axe or sword. edits: 1 typo. |
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#10 | |
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Join Date: Aug 2004
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