Showing posts with label Alchemy. Show all posts
Showing posts with label Alchemy. Show all posts

Saturday, December 26, 2015

Dungeon Fantasy: Making Medicine Using The Basic Set.

Medicine!
I like item creation systems in games, as you can pretty much tell from the myriad articles on my blog for that purpose. One small element I glossed over is that there is a pricing system that seems to exist for converting advantages into single-use items already in the GURPS Basic Set. This is on page B425, in Campaigns. However, the point of the section is Ultra-Tech, and I do a lot of playing in TL3 and TL4. Playing with a bit of algebra, it seems like the fair conversion factor between that box and prices in dungeon fantasy is 12%. That is, calculate the price according to the medicine rules on page B425, and then multiply it by 0.12. You can then use the rules in Sages for calculating how difficult it would be to craft the medicine from the price.
Thanks to this guy here for pointing that out.

Friday, December 25, 2015

Original Thoughts: Video Game-Like reagent gathering.

Monster Hunter at his computer
I like Monster Hunter a bit (Monster Hunter, the video game franchise, haven't played the Monster Hunters supplements for GURPS). One thing I like alongside the long struggle to reach the top, is the fairly simple crafting system and being able to find components in the wild to useful things fairly easily. At the end of that Mario article, I had a lightbulb go off about a fairly simple system for aping the system of finding stuff, putting it together, and using it in a somewhat objective, but slightly subjective system.

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