munchkin spell:
Duration: Permanent
seriously, this should be Instantaneous. Otherwise, an NMZ will undo it.
INSTANT DEATH: Special
For full munchkiny, make it Area.
Requisites: Magery 1
why require magery?
Time to cast: 1
make it Inst.
Energy to cast: 1
using the Long Distance table, I assume
So, here was the original challenge - use only those spells contained
within GURPS MAGIC (Why? It is easier to exclude the spells in GURPS
GRIMOIRE entirely than to make a list of those spells I consider
unreasonable - takes up less discussion time as people say one spell
is abusive while other say it is not abusive. Next - why the ban on
Signature gear? Point for point, it is more effective than Wealth
until you reach the 20 point cost level, then VERY WEALTHY is a
better buy.
Note that SIG GEAR is variable from 1cp/25points to 1cp/1000points. see
GURPS FANTASY p. 131
So why use it if it is "unreasonable"? There is a clash between the
"original wealth rules" of GURPS 3e and even clashes with the wealth
rules for 4e. It is to put it mildly, munchkin bait. Come to think
of it, there is one other advantage Signature Gear offers over that
of simple Wealth. Usually, it seems to be that players are expected
to spend no more than 20% of their starting wealth on adventuring
gear unless they are wanderers etc. Signature gear is not constrained
by such a limit.
PCs should only be able to buy "off the shelf" items for use with Signature
Gear. (B85) Signature Gear is normally for items that are top of the line,
and difficult to replace, and will attract attention.
it, so can the witch hunter. A 30 point powerstone is worth 18,500
according to GURPS MAGIC for 4e. Multiply that by x5 to get the
according to FANTASY 4e, 131, a midway point of 1cp per 200 energy puts that
at 3cp.
Lets say, we're going to build a mage with an IQ 15 and magery 3. We
want the mage to be literate. Total cost of the character at this
point? 60 + 35 + 10 or roughly 1.05 times the starting point cost of
a standard "character" (ie 100 point character).
What would that same start up cost in GURPS 4e?
IQ 15 costs 100 points
Magery 3 costs 35 points
Literacy in native tongue costs zero points
Net cost is 135 points.
under 4e, it's more point effective to use IQ 10 M8. (85cp)
at least M4, for the 60% spell learning time for the talent.
This is but 90% of the starting character points in GURPS 4e at 150
points.
Since GURPS 4e also permits up to 75 points in disadvantages, plus 5
points in quirks, we have another interesting comparison to make.
no, sorry, that's -75 including -5 for quirks. B11
"A disadvantage is anything with a negative cost,..."
What is the point total of the above packages relevant to the maximum
character points availablel to a starting player character if the
player uses all of the maximum points?
GURPS 3e: 105/145 = 72%
GURPS 4e: 135/230 = 59%
/225
-
Eric Funk
"Knowledge Brings Fear" -- Motto of Mars University, Futurama
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