06-29-2016, 04:17 AM | #1 |
Join Date: Mar 2013
|
[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. |
06-29-2016, 05:21 AM | #2 | |
Join Date: Jun 2006
|
Re: [Magic] Enchanting and Failures
Quote:
If you really insisted, you could impose a -4 to the "normal" difficulty of all those tasks and claim the offsetting +4 almost all the time, but generally it makes more sense to write rules for the normal conditions you use the skill under - and [impose a penalty | give a bonus] for the rare case you would be using them [under stress | in perfectly safe conditions], and that's how most of the rules were originally written.
__________________
-- MA Lloyd |
|
06-29-2016, 09:59 AM | #3 | ||
Join Date: Jun 2016
|
Re: [Magic] Enchanting and Failures
Quote:
Quote:
|
||
06-29-2016, 05:35 PM | #4 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
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.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. Last edited by Flyndaran; 06-29-2016 at 05:39 PM. |
06-29-2016, 08:22 PM | #5 | |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
|
Re: [Magic] Enchanting and Failures
Quote:
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub. |
|
06-29-2016, 09:20 PM | #6 | |
Join Date: Dec 2007
|
Re: [Magic] Enchanting and Failures
Quote:
|
|
06-30-2016, 06:27 PM | #7 | |
Join Date: Feb 2014
|
Re: [Magic] Enchanting and Failures
Quote:
|
|
06-30-2016, 06:30 PM | #8 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
|
Re: [Magic] Enchanting and Failures
We asked to show Dwarven Whetstones, but the craftsmen behind those wonders prefer to keep it a Trade Secret[1].
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub. |
06-30-2016, 06:40 PM | #9 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: [Magic] Enchanting and Failures
Technically, the +4 bonus doesn't matter, because it's a bonus to the roll, not a bonus to your skill. Since you're required to have a skill of 15, not a roll of 15, and 16 auto-fails, 17 crit-fails, on all enchantment rolls, a +4 bonus doesn't actually do anything.
|
06-30-2016, 07:19 PM | #10 | |
Join Date: Aug 2007
|
Re: [Magic] Enchanting and Failures
Quote:
__________________
Fred Brackin |
|
Tags |
enchanting, magic |
|
|