Re: RPM - Enchantment
Personally, I think it's best to completely redo the enchantment process so it doesn't work like RPM at all. Basically, I want a new enchantment system that's compatible with RPM but doesn't actually use RPM to perform the enchantments.
I've been fooling around with taking the Imbuement rules from Power Ups 1 and the Trading Points for Money rules and mashing them together into one cohesive enchanting-items whole. You'd have to have a specific advantage in order to create any enchantments, and to make permanent ones you'd need to either spend CP or purchase ingredients for sacrifices, possibly including other magic items. It'd wind up working very similarly to a D&D Artificer, though that wasn't the intention.
It would also allow you to have cool enchantments that aren't currently possible, like switching a gun's damage type to huge piercing when it's normally large piercing.
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