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

Reply
 
Thread Tools Display Modes
Old 10-21-2016, 08:24 PM   #51
Randover
 
Join Date: Feb 2008
Default Re: GURPS Powers and Enchanting

I know I am hijacking this thread a little but I would be intrested in some form of metrics considering enchanting in RPG. What are the required numbers especialy can certain enchanting be mass produced?
__________________
My topic Randover's Magical setting
Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing.
Motto: "Why not create cash by magic? Job as any other."
Randover is offline   Reply With Quote
Old 10-21-2016, 08:35 PM   #52
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: GURPS Powers and Enchanting

Quote:
Originally Posted by Randover View Post
I know I am hijacking this thread a little but I would be intrested in some form of metrics considering enchanting in RPG. What are the required numbers especialy can certain enchanting be mass produced?
That's a worldbuilding decision. My old supplement GURPS Thaumatology: Urban Magics has some suggestions on industrial scale enchanting methods, updated to 4/e. But whether to use them depends on what kind of world you want to run.
__________________
Bill Stoddard

I don't think we're in Oz any more.
whswhs is offline   Reply With Quote
Old 10-21-2016, 08:41 PM   #53
Flyndaran
Untagged
 
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
Default Re: GURPS Powers and Enchanting

Most settings with ubiquitous minor magic items usually have some super expensive hard to create items too. So deciding how to separate them is also very preference dependent.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check.
Flyndaran is offline   Reply With Quote
Old 10-21-2016, 10:05 PM   #54
starslayer
 
Join Date: Dec 2006
Default Re: GURPS Powers and Enchanting

Quote:
Originally Posted by Randover View Post
I know I am hijacking this thread a little but I would be intrested in some form of metrics considering enchanting in RPG. What are the required numbers especialy can certain enchanting be mass produced?
If you can find or have a copy of GURPS 3e Technomancer it also had a worked example of industrial enchanting; complete with hooking it up to specialized fission powerplants that produce magical waste products and 'depleted necronium' (anti-magical metal akin to depleted uranium)
starslayer is offline   Reply With Quote
Old 10-21-2016, 10:57 PM   #55
Flyndaran
Untagged
 
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
Default Re: GURPS Powers and Enchanting

The versions of that setting's style of enchantment that were published in ancillary products still resulted in tiny near useless magical items costing thousands of dollars.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check.

Last edited by Flyndaran; 10-21-2016 at 11:00 PM.
Flyndaran is offline   Reply With Quote
Reply

Tags
enchanting, magic as powers

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 08:53 AM.


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