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Old 03-18-2008, 06:38 PM   #9
Kelly Pedersen
 
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
Default Re: [GURPS Challenges] Enhancing Mundane Items

Quote:
Originally Posted by vitruvian
What I was posting about was specifically the case of a specific weapon that works for anybody. If you want to put the Follow-Up on a weapon temporarily and hand it over to another party, we might be looking at an Affliction (of the Follow-Up attack) again.
That, however, then leads to the question of "why not just use Affliction with Permanent to create permanent items then"? It seems odd to have one system to create temporary enchantment, but a completely different method for permanent enchantment.
Also, the Gadget method doesn't seem very susceptible to adjustment based on the enchantment process. In fact, there doesn't seem to be any clear rules at all for how long enchantment would take with the Gadget scheme - does one just pay the points, and *bang*, an item appears? How would one model an enchantment that takes several weeks of dedicated work to create? With the Affliction model, the player or the GM can use appropriate enhancements and limitations to model the creation process.
Also, the Gadget/Sig Gear method produces one cost for a given item, varying only by TL, no matter how much process the GM thinks enchantment should require in their world. An item that takes a second and an effort of will costs the same as one that requires a mountain of gold, a skilled team of artificers, and years of back-breaking work. That seems odd.
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