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#1 | |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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An even deeper issue is that GURPS doesn't have a concept like character levels. You can't say "250 points is about like 7th level D&D", any more than you can say "All 40 year old Americans drive cars worth between $15,000 and $25,000". Some can't drive, some drive cars worth a lot less, and some worth much more. A GURPS 250 point TL10 catgirl bioroid from the Mars of Transhuman Space won't be able to do much in a D&D world, and a D&D magician won't be able to breathe, let alone do any magic, on the Mars the catgirl is from. |
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#2 |
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Join Date: Dec 2011
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Turhan beat me to it, but I second that motion. The cost is relative to how common or how rare magic items are in your world. The accepted standards presented in Magic are that any item with an energy cost to create equal to or less than 60 will cost $1 per point of energy. Any item that requires more energy than that to create will cost $33 per point of energy. The math behind those prices is laid out in detail in Magic. I understand that Dungeon Fantasy increases the $1/point threshold to 100 energy, but otherwise is the same.
Regarding the skill bonus items you asked about, the spell Lend Skill does that. However, it was subject to severe abuse in 3E and so in 4E can no longer be enchanted into items. Attribute bonuses (ST, DX, etc.) still exist in enchantment form though they are expensive (+1 to DX is 2000 energy). 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? There are spells that mimic some advantages and can be enchanted into items - Combat Reflexes and Perfect Balance, for example. Removing a disadvantage is rare but some spells can have such an effect - Bravery to mitigate a Phobia, for instance. The Powers book also has rules for creating intelligent items that fall under the Allies advantage. Since these items are characters, they can have advantages and some grant them to their wielder. As for the question of allowing players to start with enchanted items, I usually go with: if they can afford it, let them. The prices are generally prohibitive to starting characters, even wealthy ones. While buying armor with Fortify +1 on it costs only $50 more, having +1 DR isn't going to throw the game out of balance. Buying that weapon that has Accuracy +2 costs an additional $33,000, so will be well out of reach for anyone who is not Filthy Rich. I can think of many better ways to spend 50 cp's other than on Filty Rich, especially at character creation. Finally, a note that is presented in one of the Dungeon Fantasy supplements advises that it's generally better to err on the side of being too generous with loot than too stingy. Many rules allow for the destruction of equipment, especially weapons and shields. Thieves, tax collectors, Enemies, etc., all have their eye on cool items, too. Players who want to make sure an item sticks around will have to pay for it with cp's in Signature Gear (1 cp/$500 value). Everything else should be considered temporary. |
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#3 | ||||
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Join Date: Dec 2010
Location: Seattle
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Is this the ideal way for things to work? It is for MY campaign, because I think it will be fun (and possibly serve dramatic purposes). But it may not be for any one else's campaign. A lucky roll could create power imbalances. But it could also serve as a plot hook, and can serve to help a player flesh out his character to explain why he has a +5 sword of thwacking. I could just as easily sit down with each player and give them magic items to start with, which could also be fun (I've done it before). None of these are bad ideas, they just create different campaigns. Starting out with nothing by 3 gp, a knife and a loincloth helps to set the tone of the campaign, at least initially, just as much as much as starting out with a magic sword, a horse, and a good suit of armor.
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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#4 |
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Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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You are clearly very diplomatic. I applaud your caution... Huzzah!
-P
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~~~~~~~~~~~~~~~~~ P. Mandrekar, Geneticist and Gamer Rational Centrist "Everyone is entitled to his own opinion, but not his own facts"- Daniel P. Moynihan |
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#5 |
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☣
Join Date: Sep 2004
Location: Southeast NC
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You could also treat the bag of holding family of items as a gadget (see Characters p. 116) giving Payload.
As has already been said, GURPS can't afford to assume much about the setting. A magic item might be a cheap, utilitarian thing in one setting, and a priceless artifact in another.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#6 | |
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Join Date: Jul 2008
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It's not at all unreasonable on the one hand to run 25-point stableboys who've wound up with the gear of high-level D&D type adventurers, street people who've been abducted by aliens to drive gigantic mecha, or a handful of working stiffs who fly a tramp starfreighter. On the other hand, superheroes for instance tend to be demigods who don't generally use gear or get it as rewards. The heroes of the Belisarius Series are downright mythical, in a not-overtly-supernatural sort of way, but even their signature gear is at best very fine mundane equipment. Most modern-setting film heroes don't seem to operate on a level-appropriate loot basis.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#7 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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In GURPS, even in GURPS DF, you just need to decide what's appropriate. My experience is to err on the high side with money** and the low side with magical power items. It's easier to soak excess money away without rancor than to convince someone it's totally fair that a disenchanting monster surprised them and whacked their vorpal blade away (although IIRC Gary Gygax did that to someone's character). So it's really up to the GM. A weakness of GURPS is that you don't have an out of the box solution that answers all balance and appropriateness concerns. A strength is it's flexibility - you aren't a priori informed of the "right" answer and you can make one that fits your own game best. * Yes, guys, I'm aware of random treasure rolling, treasure types, the chance of finding unguarded treasure in a room, etc. I mean they didn't tell you a level X guys should be fighting level Y monsters and have level Z treasure. You *could* roll up a single troll who had the Hand of Vecna in his stash in 1st edition AD&D, not that I ever did . . . ** I've been learning that the hard way in own DF game.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#8 |
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Join Date: Nov 2008
Location: Augsburg, Germany
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#9 |
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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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| Tags |
| dungeon fantasy, magic item creation |
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