03-25-2010, 08:38 PM | #11 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [Character design help] Magic weapon as starting equipment
Honestly I'd just let you buy it as sig gear, and either you pay through the nose for a really rare weapon, or the GM bumps the price of magic items down across the board if he wants them to be more common.
I mean, if he thinks a shock axe is a reasonable weapon for his PCs to buy at character creation, but thinks it's too expensive to do at character creation, either he hasn't given you enough points or magic items are too spendy for his campaign. |
03-25-2010, 09:33 PM | #12 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [Character design help] Magic weapon as starting equipment
The stupid thing is, it fails to give an intermediate value for settings in between those two extremes.
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03-25-2010, 09:48 PM | #13 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: [Character design help] Magic weapon as starting equipment
Is it possible that, given the example of changing the value, one could assume GMs would catch on and interpolate (or extrapolate) as required by their campaigns?
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03-25-2010, 10:19 PM | #14 |
Join Date: Feb 2008
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Re: [Character design help] Magic weapon as starting equipment
I was thinking about it, and started wondering if it would be unreasonable to only charge +80% for Surge, Arcing in settings where the ability to overload electronics is a non issue.
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03-25-2010, 10:20 PM | #15 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Character design help] Magic weapon as starting equipment
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03-26-2010, 07:43 AM | #16 |
Join Date: Mar 2010
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Re: [Character design help] Magic weapon as starting equipment
Thanks for the many good and creative ideas so far, guys. I really appreciate the help.
We actually went with creating the axe as an Ally (Minion), giving it some advantages and disadvantages like Doesn't Sleep or No Manipulators to describe it as an object. For the electrical shock effect, we gave it the Innate Attack (Burning) advantage, modifying it as a Melee Attack. A much cleaner approach would have been to realise the weapon as an actual magic item, of course, aquired by the advantage Signature Gear. Unfortunately though, without breaking or strongly bending rules, this doesn't seem to be possible -- here's why:
Can you help me out there? Maybe it can work this way after all. :) Last edited by JSE; 03-26-2010 at 07:51 AM. |
03-26-2010, 08:04 AM | #17 |
Join Date: Sep 2004
Location: Canada
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Re: [Character design help] Magic weapon as starting equipment
The information about a spells enchantment options is found in the Item section under the spell listing. In the case of Shocking touch, this is
Item Staff, wand, or glove. The item must touch the subject. Energy cost to create: 1,500. However, the requirement for an item to be a particular shape or type (ie Staff, Wand, or Glove) is not a strict requirement and can easily be waived. It's mostly there as a suggestion of what would seem symbolically appropriate.
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03-26-2010, 08:49 AM | #18 | ||
Join Date: Mar 2010
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Re: [Character design help] Magic weapon as starting equipment
Quote:
Quote:
I agree of course that the item class should definitely be seen and treated as a suggestion. I would much prefer it, however, if the rules would explicitly define it as such. After all, being a universal game system, GURPS' standard magic system should be as open-ended as possible. So much for ranting... ;) Thanks again, though, for making me aware of the "Item" entry. I think I will talk to my GM about changing that part of my character and designing the axe as an actual magic item with the Shocking Touch spell on it. This will definitely cost me a lot more CPs than the Ally version -- but I prefer this version by far. Conclusion no. 2: GURPS Magic is an indispensable requirement for players wanting to create meaningful magic items. So much for "Only this book is necessary to play"... ;) Last edited by JSE; 03-26-2010 at 08:55 AM. |
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03-26-2010, 08:54 AM | #19 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [Character design help] Magic weapon as starting equipment
Quote:
If, however, it's a rare magic axe, magic item, can be stolen, instantly recognized as such...well, congrats. I might even just GIVE it to you...as every thief and powerful fighter within rumor distance comes looking for the newb with the magic axe. :-) But the description above, "I want to have a super-powerful magic item but not pay full price for it" makes me think that either the starting points of the campaign are too low for your expectations, or you and the GM need to make some sort of plot arrangement. Say...that Axe was rumored to be once possessed by your family. But it was lost or stolen. Perhaps your coat of arms or sigil is a magic Axe...THAT axe. But you don't have it, but every male in the family is sworn to quest to recover the axe and restore the family's honor. Perhaps Great great great uncle Bjornkwatz shamefully lost it in a hand of cards or something. Or was messily (or even better, treacherously) killed and the axe stolen by some other family or creature. Bam, said the lady.* Plot points, the magic axe written into the game world, and when you're bad enough to recover it successfully, you can get it. But you can't START with it, because you can't afford it.
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03-26-2010, 09:00 AM | #20 | |
Untitled
Join Date: Oct 2007
Location: between keyboard and chair
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Re: [Character design help] Magic weapon as starting equipment
Quote:
For intermediate cases, all the GM needs to do is interpolate from the given data. (This is the Generic Universal Role-Playing System, not the Generic Universal Role-Playing Game - the "rules" are merely suggestions for the GM, and can be altered as necessary.)
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Rob Kelk “Every man has a right to his own opinion, but no man has a right to be wrong in his facts.” – Bernard Baruch, Deming (New Mexico) Headlight, 6 January 1950 No longer reading these forums regularly. |
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