08-21-2009, 08:15 PM | #11 |
Join Date: Aug 2004
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Re: Magic Weapons: Innate Attack vs Signature Gear
Not necessarily. Depending on your assumptions as to how much enchantments (or ultratech gear) cost in $, it can easily be the other way around, as the OP found.
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08-22-2009, 02:50 AM | #12 |
Join Date: Aug 2009
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Re: Magic Weapons: Innate Attack vs Signature Gear
I think I'm going to go for one point in signature gear = 750 or 1000 energy points. Since Magic is a pretty common thing (think Eberron), it just makes more sense. Should I scale up then the momentary amount of a point of signature gear will yield to accommodate or not? As expensive as the enchantments are themselves, the bonuses tend to not outshine the basic items themselves. Really, enchantments seem to be more of a small boost than the main thing.
I'm liking the idea that one point in signature gear = $2500 or 750/1000 energy points and not dropping magic item costs because it really makes a character's signature gear stand-out and special but I'm trying to find holes in that thought. |
08-22-2009, 04:59 AM | #13 | |
Join Date: Jan 2006
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Re: Magic Weapons: Innate Attack vs Signature Gear
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08-22-2009, 03:39 PM | #14 | |
Join Date: Aug 2004
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Re: Magic Weapons: Innate Attack vs Signature Gear
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Like I said before, it's basically a factor of 10 you're looking at. As GM, you're more than free to say that the limits are higher for Quick & Dirty Enchantment, or that Slow & Sure Enchantment allows the input of 10 energy points per enchanter per day rather than 1; if enchanters' wages remain the same, you should thereby get 1/10 the time and therefore 1/10 the cost for most items. |
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08-22-2009, 05:25 PM | #15 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Magic Weapons: Innate Attack vs Signature Gear
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Additionally, let unskilled spectators contribute energy to Slow & Sure, as per Ceremonial Magic. Voila, the land of +1 swords. |
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08-22-2009, 07:25 PM | #16 | |
Join Date: Aug 2009
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Re: Magic Weapons: Innate Attack vs Signature Gear
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However, I can kinda see where you're getting at. If I'm going for a more magic item abundant setting, it really does make sense to drop the cost of enchantment by tweaking enchantment rules. Since I'm kind of going for an Eberron level of magic abundance, I'd probably do something like increase available assistants for Q&D enchantment and maybe allowing 2-3 energy points per day for S&S. Large abundance of small things like magic street lamps, while magic swords are more common but still sorta novel. What kind of modifiers would you suggest? Last edited by talam; 08-22-2009 at 07:33 PM. |
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08-22-2009, 07:30 PM | #17 |
Join Date: Jul 2009
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Re: Magic Weapons: Innate Attack vs Signature Gear
I'll point out the rules for magical production lines in Fantasy, in the Technology and Magic section.
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08-22-2009, 07:45 PM | #18 | ||
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Magic Weapons: Innate Attack vs Signature Gear
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So long as you only allow it for ceremonial castings, it means that large groups of mages can cast very very powerful ritual spells if given enough prep time, while still retaining a somewhat normal level of quick casting. |
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Tags |
attack, gear, innate, signature |
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