Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 08-19-2024, 05:05 PM   #31
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Fantasy Currency Suggestions

Realistically, the effect of anything being magically creatable is to collapse its value to the cost of hiring a mage to create it, so if you want the price table to remain more less as is, you have to limit permanent creation spells to things that aren't worth more than something like $(energy cost -1). The permanent creation spells in GURPS are create acid (4/gallon), create air (area, base 1), create earth (2/cubic yard), create food (2-4 per gal), create fuel (1/lb), create ice (2/gal), create plant (area, base cost 4-15), create spring (5 per gallon output... but not actually permanent, it's really the "dig well" spell), create water (2/gal). Of those spells, only create acid, create earth, create plant, and create spring are problematic, and only earth is a significant problem.

So, in general the fix is to change all the earth spells to something more reasonable. Offhand:
  1. All Earth Spells that claim to affect cubic yards affect cubic feet instead.
  2. Remove all references to metal from Earth to Stone.
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
 

Tags
currency, magic, money, setting building

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:53 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2025, vBulletin Solutions, Inc.