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Old 06-29-2016, 05:35 PM   #4
Flyndaran
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
Default Re: [Magic] Enchanting and Failures

Aha! While I also say that allowing the +4 should never be applied to normal enchanting, I think it might fit perfectly for industrial enchanting.
It never felt right that common low paid grunt enchanters in settings like Technomancer had to have insane intelligence, magical abilities, and skill. That +4 allows nearly anyone with proper magery to work the line.
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Last edited by Flyndaran; 06-29-2016 at 05:39 PM.
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