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10-25-2019, 06:55 PM | #1 |
Join Date: Feb 2016
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Magical Gadgets versus Magical Gear
One of the standard conversions of GURPS is that 25 energy points are equal to 1 CP for the purpose of purchasing magical gear as Signature Gear, meaning that magical items tend to be very expensive. However, many of the magical items in existence could be purchased as magical gadgets instead, often for much cheaper than their magical item equivalents. They also work better than standard magical items for many of the non-standard magical systems.
In my games, magical items do not exist, they are replaced with magical gadgets. For example, 'powerstones' are merely Energy Reserve (Magic; Can Be Stolen, Stealth or Trickery, -20%; Slow Recharge, One point per day, -60%) [0.6/level], meaning that a 100 point powerstone costs 60 CP, which is 20 CP less than the Signature Gear cost of a magical item equivalent. Enchant becomes the spell required to create magical gadgets while various enchantment spells allow the modification of existing magical gadgets. So, which do you prefer, magical gadgets or magical items? If you prefer magical gadgets to magical items, why? What are the advantages that you have found with using magical gadgets over magical items? |
10-25-2019, 09:03 PM | #2 |
Join Date: Dec 2007
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Re: Magical Gadgets versus Magical Gear
Gadgets are too much work. I mean I might be able to figure out how to design a Self-Inking Quill, or a Soul Entrapment Camera (that creates photographs that you can use to cast spells on the victim at any range), or a Thieves Diary (erases all memories written down in it from the writer) or a Brass Head (solves mathematical problems and counts the number of people crossing a border with hostile intent and announces their number while rotating to point at where the invaders are coming from) but why would I want to? These magic items aren't part of a character. They are neither gadget nor signature gear.
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10-25-2019, 09:25 PM | #3 |
Join Date: Jan 2015
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Re: Magical Gadgets versus Magical Gear
I like magical gear for things that can be used by anyone and performance doesn't change by changing hands. For example, if there's a magical cape that allows the wearer to fly at X yd/s, that's a gear. If you built it as gadget, velocity will be proportional with the wearer's Basic Speed.
Similarly, I prefer weapons to be gear rather than gadgets because: 1) It's easier. Giving AD(2) to a melee innate attack requires the awkward Modifying ST-Based Attacks and the balance of Natural Weapons is debatable. Making innate attacks with similar damage as a modern firearm is very costly. 2) If you find a better weapon, dropping a gadget will waste precious CPs while you can sell an old gear or give to another player. Magical gadgets are for more personal things that has no gear counterpart. For example, if the character has a belt that allows him to transform into a stronger version of themselves, then I'd built that as Alternate Form with Gadget as such thing is not sold on stores and is part of the character's shtick. |
10-25-2019, 10:23 PM | #4 |
Join Date: Feb 2016
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Re: Magical Gadgets versus Magical Gear
Maybe its because GURPS was my first system (thirty years ago now), but I do not see gadgets as being more complex than gear. You can to erase memories? Easily done with Affliction (Amnesia) or Affliction (Delusion (False Memories)). The gadget ends up being around 35 CP.
Affliction (Will; Based on Will, +20%; Breakable, DR 5, SM-6, -25%; Can be Stolen, Trickery, Protected, -10%; Disadvantage, Amnesia (Total), +25%; Extended Duration, Permanent, Removed by Remove Curse, +150%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Takes Extra Time, 4x, -20%) [35]. With a successful Contest of Will after four seconds of concentration, you permanently destroy the memories if your victims, and they may only recover them if they convince a magician to cast Remove Curse on them. |
10-26-2019, 12:37 AM | #5 | |
Join Date: Dec 2007
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Re: Magical Gadgets versus Magical Gear
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Last edited by David Johnston2; 10-26-2019 at 12:54 AM. |
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10-26-2019, 01:47 AM | #6 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Magical Gadgets versus Magical Gear
The advantage of gadgets over gear is consistency in pricing; if character A has an innate magical ability, and character B has a magic ring that grants the same ability, they're going to pay a similar amount, though presumably B pays less for it being not as useful. By comparison, using gear, they may not even be using the same currency, and the price will only be similar by coincidence.
The drawback of gadgets is that the price may be nonsensical for the setting (this tends to be a problem with powers as well). My cell phone represents less than one character point of wealth, and replicating what it can do with gadgets will be a lot more than one point. There isn't a terribly good solution for this. You can solve the gadgets drawback by adding setting-dependent pricing, but that's a huge hassle too. |
10-26-2019, 07:47 PM | #7 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Magical Gadgets versus Magical Gear
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10-26-2019, 08:54 PM | #8 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Magical Gadgets versus Magical Gear
To be both fair and clear, the use of the gadget limitation is usually a symptom and early warning sign of the problem rather than the core manifestation.
I confess to having an extreme dislike of taking points away from players through play. This extends to impulse buys (though other mechanisms for spending "points" alleviates that), and the extra life trait. I generally won't accept the unique limitation on gadgets, and my misgivings about other gadget limitations are not entirely unrelated.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
10-26-2019, 10:04 PM | #9 | |
Join Date: Feb 2016
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Re: Magical Gadgets versus Magical Gear
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For example, a staff of Teleport costs 3,000 energy (7,000 with Power 4), with translates to 120 CP worth of Signature Gear (280 CP worth of Signature Gear with Power 4). Alternatively, you could just take Warp (Can Carry Objects, Heavy, +30%; Magical, -10%; Reliable, +10, +50%; Staff, Protected, -50%) [120], and you get better functionality. Since magical gadgets have better functionality than magical gear for the same CP, I ban magical gear and just have characters purchase magical gadgets. |
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10-26-2019, 10:39 PM | #10 | |
Join Date: Dec 2007
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Re: Magical Gadgets versus Magical Gear
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