05-27-2021, 02:11 PM | #41 | |
Join Date: Aug 2007
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Re: Very variant spell magic
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I'm also trying to convey that your proposed rules changes would not lead to your apparent desired objectives. There are many items in Gurps Magic whose extremely high energy costs are the barrier that keeps them from being common. Reducing _all_ enchantment costs by a factor of 100x removes those barriers. I think you actually need to chose some other rules change.
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Fred Brackin |
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05-27-2021, 02:28 PM | #42 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Very variant spell magic
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Sure there are a host of special options to make that possible but if one is going off the standard rules unless one has Paut talismans with insane total energy one isn't going to pump out a 600 energy item on their own under standard rules.
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05-27-2021, 02:40 PM | #43 | |
Join Date: Jul 2005
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Re: Very variant spell magic
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05-27-2021, 02:41 PM | #44 | |
Join Date: Jun 2013
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Re: Very variant spell magic
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Online resources indicated Minor Healing was a 600 energy enchantment. Whitewings has suggested 100 points of energy per day with Slow and Sure in his variant system. 6 days was simple arithmetic.
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05-27-2021, 02:47 PM | #45 |
Join Date: Aug 2007
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Re: Very variant spell magic
The cost for any S&S is 100x less. That's not just "less high" and doesn't leave anything at a level of "still very high".
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Fred Brackin |
05-27-2021, 03:19 PM | #46 |
Join Date: Jul 2005
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Re: Very variant spell magic
Did you read my analysis, or Varyon’s, which is even less generous? Neither one suggests that the price for high energy cost items will become low, and I’m honestly at a loss as to how you conclude that such items will become cheap. I can only conclude that you’re willfully ignoring the basic principle that the compensation for a task must always be proportional to the scarcity of the skills and natural aptitudes required to perform the task, the responsibilities attached to it, and the drawbacks attached to it. The task of creating high energy cost magic items requires extensive skill and education, moderately rare natural aptitude, little responsibility beyond producing an item that works as specified, and the considerable drawback that the production process allows for few to no days off, which translates to a very high labour cost.
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05-27-2021, 05:18 PM | #47 |
Join Date: Jul 2005
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Re: Very variant spell magic
It occurs to me that the two most common spells in this world, after Scroll and Enchant, will likely be Lend Energy and Restore Energy; the item for the latter, contrary to the note in the book, will likely be very common. With its unusual appearance, the rings could even become professional markers.
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05-27-2021, 09:39 PM | #48 | |
Join Date: Aug 2007
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Re: Very variant spell magic
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More importantly, these reduced energy costs greatly lower the barriers built in to Gurps Magic. 7500 mage-days is a high barrier against Enchanting +5 ST or HT. 75 mage-days is not.
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Fred Brackin |
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05-27-2021, 11:12 PM | #49 | |
Join Date: Jul 2005
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Re: Very variant spell magic
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05-28-2021, 02:14 AM | #50 | |
Join Date: Aug 2018
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Re: Very variant spell magic
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Which I guess you would take on top of Ceremonial Magery -40% (T23) for a total of -80% as otherwise (since Enchantment is always done ceremonially, I think?) there'd be no reason to take OCO(E) when you get the same discount with fewer limitations from CM-40 Not sure if you could also take "Enchantment-Only Magery" (T24) for a total of -110% ... the distinction seems to be that EOM prevents CASTING non-enchantment spells, while OCOE prevents LEARNING non-enchantment spells: differs from One College Only (Enchantment) in that you can learn spells from any collegeSeems like this would only work on all your magery if you were using Ritual Magery though (prereq count only) since the key "Enchant" spell has outside-college prereqs. Of course this gets further muddied by the "Unusable Prerequisites" note which says the standard assumption is you are able to learn spells you can't actually cast due to magery/mana limitations. Which really is why the "your magic school is a place of High Mana" or "your magic teacher has Mana Enhancer" ways seem like a must, and mandating that you need the proper magery/mana to learn, otherwise Enchantment-Only Magery and Enchantment College Only being different things doesn't really make sense AFAIK |
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Tags |
enchanting, enchantment-only magery, magic, oco (enchantment), spell, spell casting, variant rules |
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