05-26-2011, 01:24 AM | #1 |
Join Date: Feb 2009
|
[DF] - Immunity Items
In dungeon fantasy are items such as the serpent's amulet which provides immunity to poison and the salamander amulet which provide immunity to fire
I tend to find such things to be really pretty boring as just shut out an entire option So I was wondering on suggestions on how to make them where give a bonus perhaps instead of flat immunity, and also what revised lower prices might be? |
05-26-2011, 01:30 AM | #2 |
Join Date: Nov 2009
Location: Oregon
|
Re: [DF] - Immunity Items
You could base it on the Resistant advantage. So total immunity would be normal cost, a +8 bonus would be 1/2, and a +3 bonus 1/3.
|
05-26-2011, 01:30 AM | #3 | |
Join Date: Mar 2010
|
Re: [DF] - Immunity Items
Quote:
+8 vs <stuff>, *1/2 +3 vs <stuff>, *1/3 So: 100 for Immunity to Poison, is: 50 for +8 vs Poison, is: 35 for +3 vs Poison. ... based on the Resistance advantage. |
|
05-26-2011, 12:37 PM | #4 |
Join Date: Apr 2007
Location: Ottawa, ON, CA
|
Re: [DF] - Immunity Items
The serpent's amulet can easily be done like this:
Provides +3 to HT rolls against poison effects. Additionally provides DR 6 against damage from any poison. For four times the cost, it instead provides +8 to HT rolls and DR 12, granting virtual immunity to poison. A Salamander amulet could do the following: Provides +3 to HT rolls against the effects of hot environments (including related hazards, like smoke inhalation). Additionally provides 3 levels of Temperature Tolerance (adding only to the hot side of the scale). Finally, the wearer has DR 6 against damage caused by fires (though this does not include ALL burning damage; lightning, for instance, is unaffected). For four times the cost, this provides +8 to HT rolls, 6 levels of temperature tolerance, and DR 12! I'd leave the costs unchanged from DF1. |
05-26-2011, 07:21 PM | #5 |
Join Date: Jul 2010
|
Re: [DF] - Immunity Items
If you multiply the cost of the original item by four times to get what its supposed to do in the first place in the originally published GURPS material you're definitely going to face some unhappy people if they were seeking to buy the item to start with they probably definitely won't if you increase the price to nearly 40k - the item just isn't that useful to start with.
Especially since cure poison spells aren't THAT hard to come by or alchemical antidotes. The only way you'd be able to sell one is if you were going into a campaign specific area where nearly every creature encountered was poisonous. EDIT: And even then the players would be more likely to kill some NPC for one than buy one, 40k is an outrageous price for anything. |
Tags |
dungeon fantasy, immunity, magic items |
|
|