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#1 |
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Join Date: Jan 2012
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I'm considering switching from D&D to GURPS. My problem is, one of the main ways i reward my players is the ridiculous selectionof items in D&D, as well as the item creation rules to expand it infinitely, and i can't find this in GURPS. Am i looking in the wrong places? Where can i find magic item creation rules, and lists of common, cool items?
TL;DR- how do I reward my characters w/ loot? |
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#2 |
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☣
Join Date: Sep 2004
Location: Southeast NC
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What kind of game are you looking at playing? If you're mostly keeping to D&D style fantasy adventure, might I suggest Dungeon Fantasy 8: Treasure Tables, even if you aren't using the other Dungeon Fantasy titles.
Magic item creation (assuming the default magic system) can be found in Campaigns p.480, and in full detail in Magic p.16.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#3 | |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Quote:
Other resources: The tech books are giant gear catalogs. Low Tech for pre-industrial revolution, High Tech for industrial revolution to modern day, and Ultra Tech for futuristic stuff. For magic item creation rules (and other items as well), check Campaigns 473-483, or Magic for greater depth. |
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#4 |
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Join Date: Feb 2005
Location: Virginia, US
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Magic springs to mind, or Thaumatology if you want to broaden your horizons somewhat. Is there anything specific that you want?
Edit: Or what Crakkerjakk said. Yeah, right. :D |
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#5 |
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Join Date: Aug 2004
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See Magic. There are general rules in the beginning of the book and details for every spell that can be enchanted in the spell description. Typically this takes a lot of time, but 400 mages working in tandem for slow and sure enchantmen can knock off a wand of fireballs in a day.
Getting 400 mages together could be a headache however...
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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#6 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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You might also want to look at LTC2 to make that Custom Hooked Glaive-Guisarme-Voulge With Handguard And Buttspike for your fighters. Or, for slightly less weapon design and a lot more fighter options, in case you have/need them anyway, Martial Arts.
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#7 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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I am quick, like a bunny!
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#8 |
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☣
Join Date: Sep 2004
Location: Southeast NC
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__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#9 |
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Join Date: Feb 2005
Location: Virginia, US
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#10 |
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Join Date: Jan 2012
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you guys... are delightfully weird.
so, basically 5 things (i think?): anyway, lets say i wanted to create the GURPS equivalent of http://www.dandwiki.com/wiki/SRD:Handy_Haversack 1.in d&d the price is given for an item to give the gm an idea of how powerful it actually is, in order to gauge when it would be appropriate to give it to the character. that's why the resultant price is included in the item creation. I'm not noticing this much guidance in GURPS. There is a price chart for powerstone costs, but i don't understand how that might be ported to every other type of magic item. If i wanted to create that handy haversack, how much would it be/how valuable would it be in terms of player reward? 2. how would i create that one? there isn't an exact spell for that, and items listed in the books recommended don't even nearly match it. 3. what if i didn't want it to be a magical handy haversack, i wanted it to be a technological handy haversack? psionic powered? what would the difference be? how would i create it, and especially calculate the costs/value? 4. what if i want to create an item that modifies or gives bonuses to an advantage? or mitigates (or enhances) a disadvantage? what are the rules for such items? In D&D the explicitness of the rules are INCREDIBLY helpful because it gives a very good idea of the value of the loot, and you can know the in game value of an item that gives a bonus to a skill, increases magic, gives an ability, etc to anything and any effect. the rules are like a valuable crutch to the GM. Am I missing the rules for a ring/amulet that grants a +x bonus to y skill? for granting +x bonus to y stat? 5. I don't know whether i should give my 135 point starting players one of those backpacks to start with, or wait till 200 points, or 250, or ... you get my point. at what level is a certain item appropriate? THAT'S the biggest thing i need help with. Last edited by Sniperkitty; 01-09-2012 at 11:39 AM. |
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| Tags |
| dungeon fantasy, magic item creation |
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