03-18-2014, 06:36 PM | #11 | |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: [RPM] rules for fixing Enchanted Items
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03-18-2014, 06:59 PM | #12 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] rules for fixing Enchanted Items
I don't even htink I'd let it go then. Can be stolen is a limitation for a reason. That said, if you're trying to protect it like you would anything else I don't see that getting too out of hand. But if a player puts "ZAP the hell out of anything that touches this that isn't me" all the time he should probably include a electrical attack on the item itself and reduce the cost of the limitations some.
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03-18-2014, 07:21 PM | #13 |
Join Date: Jun 2013
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Re: [RPM] rules for fixing Enchanted Items
I could see it going either way, really. If a player decided to protect his wand with a "kill anyone who touches this" spell every night, the first thief or two would probably get zapped (provided they failed their HT roll, of course), but after that there's always thieves with Dispel Charms and similar. Additionally, if the character has the sort of magical oomph to pull off a solid protection on his wand, he can probably put a similar (albeit perhaps lesser) version over the whole camp to prevent thieves from coming in at night in the first place.
I suppose an abusive player could put a spell on with a Terminal Condition Duration of "Until I draw the wand" (probably comparable to 1 day or 1 week in pricing), keeping it protected all day long, but he's still got to recast that spell every time he uses the Gadget, and a crafty thief might be able to trick him into undoing the spell before stealing it. Of course, there's also the problem when our brave adventurer is bumped into by a small child, the kid touches wand (on accident, to steal it, or because he thinks it's the neatest-thing-ever and wants to touch it), and suddenly the party has a child's dead corpse on their hands in the middle of the town square. Awkward. |
Tags |
enchanted items, magic, rpm |
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