03-13-2019, 09:12 PM | #11 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: No magic items for starting characters?
That explains the $60 cost for one brand.
ITL 60: "IQ 14-16 will cost $150/week" Divided by five is $30 a day and then doubled for danger pay is $60. I.e. you're renting a wizard to tag along to the labyrinth for a day and cast one spell.
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-HJC |
03-14-2019, 10:38 AM | #12 |
Join Date: Dec 2017
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Re: No magic items for starting characters?
I suppose this sort of thing could be part of a functional game setting, but only if you freely distribute these items among NPCs as well. If every PC has a 'brand' crossbow bolt and every NPC a ring of stoneflesh, then I suppose it all works out in the wash (sort of like every PC and NPC knows a bunch of minor spells in Runequest). But personally I won't have anything to do with gaming the suggested economics of magic to jack up player powers. My feeling is that you want a 'brand' crossbow bolt, create a character that can do it and make it yourself.
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03-14-2019, 11:00 AM | #13 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: No magic items for starting characters?
The problem with Brand isn't the listed expense of $60 per bolt, but instead that starting PCs can produce them far cheaper than that.
Fix is to make it a proper enchantment that requires a wizard's lab to make. Twenty Brands, $1,200, Notes -, Weeks 1, ST/day 25, one Pyrotic Ability potion $500 Note that one potion is enough to enchant a full quiver.
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-HJC |
03-15-2019, 10:46 AM | #14 |
Join Date: Aug 2005
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Re: No magic items for starting characters?
ITL 158 Brand: This magical torch requires as raw material a stick of well-aged wood about 2 feet long.... When it is lit – and even a spark will light it – it burns like a torch over about half its length.... When it goes out it’s just a burned stick, worthless for anything except a bit of firewood.... The Brand enchantment, cast on an arrow, creates a reliable flaming arrow which will remain burning for a minute after it is fired.
I would say that it requires a separate action to light it after it is readied. Also ITL only mentions arrows not crossbow bolts. Not conclusive but I would use that fact to eliminate bolts. Also, $60 one shot arrows for a +1 damage is not very economical. (even if you do allow bolts, then it is $60 for a +2 damage). Back to the OP, I have not allowed any magic items, including potions, for a starting character, but I have allowed fine weapons. The only "magic" item allowed is a wizard's staff - and regardless of the IQ or Staff spell # - it comes with no mana.
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Helborn |
03-15-2019, 11:52 AM | #15 | |
Join Date: May 2015
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Re: No magic items for starting characters?
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