Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 06-29-2016, 05:17 AM   #1
scc
 
Join Date: Mar 2013
Default [Magic] Enchanting and Failures

OK, the Enchanting rules in Magic take it as a matter of faith that failing an Enchanting role is bad, like combat bad, meaning you don't get that nice +4 bonus for non-dangerous circumstances, but I have to wonder if that applies per RAW.

Enchanting fails on a 16, and crit fails on 17-18, which is remarkably close to the odds for normal crafting, which are just the normal 17 fail, 18 crit fail, and the consequences for failing at Enchanting are pretty tame, actually BETTER then the normal crafting rules (LTC3:24) if using Q&D which is a functional magic item, either quirked or not what you wanted, and S&S you lose the item being Enchanted along with any extra materials, in either case crit fail means the item and any materials are gone (Personally I think the ordinary failure conditions are backwards, but that's RAW). Note that under no circumstances do you roll on the Magic Failure table.
scc is offline   Reply With Quote
 

Tags
enchanting, magic

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:24 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2019, vBulletin Solutions, Inc.