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#121 | |
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Join Date: Jan 2008
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Quote:
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#122 | |
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Join Date: Feb 2007
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Quote:
I'm not clear on how to price a pair of shoes that automatically inflict Mage-Stealth on the user when worn.
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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#123 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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See DF1. Using the energy costs in GURPS Magic, DF sets the prices at $1 per point of energy required up to 100, $100 per point thereafter.
That's because, as I say, that's not an option for Mage-Stealth. If you look at the spell description, there's no "always on" variant, as there is for some other spells. If there's no listing for it in Magic, there's no rule in DF. You'll have to make something up.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#124 |
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Join Date: Jan 2006
Location: Victoria, BC, Canada
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According to DF8 Shoes with Power 3 and Mage Stealth come to $50,040.
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#125 |
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Join Date: Feb 2007
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I missed that! Thanks!
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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#126 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Nope, it sets it at $20/Energy Point for items that cost 100+ energy (Items that cost 100 energy are handled inconsistently, look at Lighten and Deflect, for example)
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#127 |
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Join Date: Feb 2007
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Here's what I'm finding on page 30 of DF 1
"Costs assume that enchanted items up to 100 energy points are Quick and Dirty ($1/point), that more powerful artifacts are second-hand Slow and Sure items ($20/point), and that alchemical amulets are rare ($66/day, plus ingredients)."
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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#128 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
(There's something called a Que, that'll come out next year, and the specs will be published January 7th, so I'm sitting here with fingers crossed, hoping it'll be able to do what is needed.) |
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#129 |
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Banned
Join Date: Oct 2007
Location: Europe
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Okay, so you guys (several of you) have proven that "Bane"-type weapons can be generated with the random system, and that there are rules to derive the monetary cost of "Bane"-type Enchantments on weapons (they are 1/4 the cost of a regular "vs All"-type Enchantment).
It still isn't clear to me that "Bane"-type weapons will emerge from the random system with any noticable frequency. My impression is that they roll up only extremely rarely, relative to Enchanted weapons with Bane-type restrictions. Is my impression wrong? |
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| Tags |
| dungeon fantasy |
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