08-17-2011, 01:01 PM | #21 |
Join Date: Sep 2004
Location: Canada
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Re: Alternate enchantment system - brainstorming
Side note: if you can't tell, I generally don't have powerstones in my games so I tend to write them off. I leave it up to other people to figure out if they're of any use at all the way this is being written, and if so how.
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08-17-2011, 01:09 PM | #22 |
Join Date: Sep 2004
Location: Canada
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Re: Alternate enchantment system - brainstorming
So. What happens with the final object? What about it's Power aka effective spell skill?
How do you make the equivalent of a Temporary enchantment this way? How do you make the equivalent of a "permanent" aka normal enchantment this way? What happens with missile spells (forever the redheaded stepchild of the existing magic system) and other things with effects that depend on Magery levels in some way? A flat +4 to the objects Power for being enchanted might be excessive, but it has a certain elegance. It means that the skill 12 enchanter produces things that more-or-less "just work", which is nice and a very good incentive to make enchantments even if you aren't a master in the spell. It also tends to produce Power values in the range expected by the base system, which is good for retrocompatability, and means that other than quirkyness and promptness, Skill 12 Standard Guy is perfectly capable of making good, reliable magic items. On the other hand, it might be too good an incentive, even with the weeks of work to produce it.
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08-17-2011, 01:09 PM | #23 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Alternate enchantment system - brainstorming
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Just change it to per day and set the amount to whatever fits. So for your goal of 500 in a few weeks lets say 10 base multiplied by margin of success? |
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08-17-2011, 01:10 PM | #24 |
Join Date: Sep 2004
Location: Canada
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Re: Alternate enchantment system - brainstorming
Side side note: If I weren't running a DF game and slightly lazy, I would break up enchanting into a variety of different skills/checks as a parallel to the crafting process, which often involves different skills for different stages in crafting. Rolling against Enchant for all steps is a little boring but a lot simpler.
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08-17-2011, 01:17 PM | #25 | |
Join Date: Apr 2005
Location: Seattle, WA
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Re: Alternate enchantment system - brainstorming
Quote:
Not sure that makes assistants worthwhile; they may need to add energy as well. I'm guessing it makes them useful for medium skilled enchanters who are worried about repeat fails. It does require minimum skilled apprentices, though. Without extra energy, a very skilled master wouldn't need the help. |
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08-17-2011, 01:18 PM | #26 | |
Join Date: Sep 2004
Location: Canada
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Re: Alternate enchantment system - brainstorming
Quote:
I went with larger time units and larger energy associated (5 days and 100 energy) because this reduces the total number of rolls floating around before it becomes an exercise in statistics. Magic items can end up with some pretty high energy totals. This also reduces chances of eventually hitting a critical failure and having a stop to your project, than if it were "per day" and 20 energy (or similar). Even switching to MoS I'd make the same choice for the same reason. That said, either way I should really run those numbers and see what the sort of "effective cap" on energy is to see where single enchantments tend to top out with this route. I'll go doodle on MoS and get back to you. I'm not 100% sure about my gut instinct on the delta between Skill 12 guy and skill 15 guy or skill 20 guy, and I want to see results.
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08-17-2011, 01:22 PM | #27 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Alternate enchantment system - brainstorming
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08-17-2011, 01:23 PM | #28 |
Join Date: Sep 2004
Location: Canada
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Re: Alternate enchantment system - brainstorming
Incidentally on the theme of More Enchanting Skill = More Awesome Enchanting, not More Bulk Enchanting:
If each additional enchantment on the object causes a cumulative -1 to Enchanting skill to work with it again, due to the rapidly increasing complexity of the thaumatological matrixes surrounding the objects aura (or whatever), that would give higher skilled enchanters the ability to make more complex magic items. And room for Enchanting perks to ignore that "spells on the item" penalty for a given enchantment, much like ignoring the normal "spells on" penalty.
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08-17-2011, 01:24 PM | #29 |
Join Date: Sep 2004
Location: Canada
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Re: Alternate enchantment system - brainstorming
I think Bob Ross has special Speed Painting techniques, along with Compartmentalized Mind for talking to the camera while painting.
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08-17-2011, 01:25 PM | #30 | |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Alternate enchantment system - brainstorming
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Tags |
enchantment, houserules, magic |
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