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12-17-2008, 09:00 PM | #1 |
Join Date: Feb 2008
Location: Flatland
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Armor Enchantments
It seems to me that the armor enchantments in GURPS: Magic are just plain FUBAR. According to the enchantment rules, it is actually more difficult to enchant a shield (via the Defending Shield spell) to give a +1 bonus to Block than it is to enchant one (via the Deflect spell) to give a +1 bonus to Dodge, Parry and Block! What the hell?! Am I missing something?
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12-18-2008, 03:44 AM | #2 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Armor Enchantments
I don't think that there was much revision done in the enchantment department . . .
In fact, Magic is considered one of the least-revised books in 4e (recently, UT seems to be getting its dose of rants, primarily from Icelander, and Fantasy is occasionally criticised by both him and me). |
12-18-2008, 04:33 AM | #3 |
Join Date: Feb 2008
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Re: Armor Enchantments
Yes there seems to be an error. Something relating active and passive defences is my best guess. But I don't think its tragical at all. Since players will use the more reasonable spell first and use the second one, only if its more profit able.
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
12-18-2008, 04:45 AM | #4 | |
Join Date: Sep 2004
Location: Torino, Italy
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Re: Armor Enchantments
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Also I think that Deflect + Defending Shield will be far cheaper than 2 levels of Deflect... |
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12-18-2008, 04:57 AM | #5 | |
Join Date: Feb 2008
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Re: Armor Enchantments
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But I don't realy see it as a major problem! Why does it matter what enchantment is used? Especialy if all characters both PC and NPC and the whole world is using the same formula?!
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
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12-18-2008, 08:32 AM | #6 |
Join Date: Sep 2004
Location: Canada
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Re: Armor Enchantments
Defending Shield is most attractive when you've already reached the cap for Deflect, either on your shield or your armor, but yes, if all you care about is raising your Block, Deflect 2 + Defending Shield 1 is cost-efficient. You loose on Dodge and Parry, however.
I personally see no problem with specifically adding a note on Defending Shield saying "This enchantment can only be applied after Deflect 3 has been applied", giving an option of up to +6 on Block without pushing Dodge and Parry (both of which are easy to do multiple times in a turn) into the stratosphere as well. But, IMO, it works 10x better when you remove the Deflect enchantment entirely, which should have been done when they purged PD from the system :D EDIT: I've removed Deflect, for example. I'd be more favorable to keeping it if, say, all costs were increased 10x... and it's specifically noted as only applying to Shields, or must be a whole-body enchantment on armor, to avoid the "partial PD" problem that's been re-grandfathered into the system because of it (ugh).
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12-18-2008, 08:41 AM | #7 | |
Join Date: Aug 2004
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Re: Armor Enchantments
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12-18-2008, 09:01 AM | #8 |
Join Date: Feb 2008
Location: Flatland
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Re: Armor Enchantments
It is a problem in that it is illogical, whether viewed from within the game (how magic "works"), or in terms of game balance (more powerful spells generally being more expensive). The fact that Deflect could be used to enchant any article of armor or clothing (or weapon) to give the bonus makes it even more egregious. I suppose if you are a philistine who does not care whether rules actually make sense, the inconsistency can be shrugged off, but it suggests a rather slipshod job of thinking the rules through during writing and editing.
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12-18-2008, 10:56 AM | #9 | |
Join Date: Sep 2004
Location: Canada
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Re: Armor Enchantments
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It didn't need a lot of rough work, the base material has been worked with over the various editions and was pretty strong. However, it's the niggling little details (which so often have important numbers attached in RPGs) that make the difference.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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Tags |
armor, magic |
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