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#2 |
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Join Date: Nov 2014
Location: Pacific Northwest
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My group has noticed this quite awhile ago and generally figured out that it basically follows this.
If the enchantment only passively affects the item/PC, then it goes with the Q&D method of $1/point. This makes the list as: Lighten, Accuracy, Quick-Aim, Puissance, and Vital-Seeker. While potentially powerful in the right situation, these will still only passively affect the PC and no one else. If you're seeking to actively affect the world or an NPC of some sort, that's when it goes to S&S since it would obviously cost more if you're not going with a passive route. This is the only discernible pattern that we have found from them. The obvious exceptions are Blur and Deflect, but those seems somewhat justified based on their effects. Both make you harder to hit, the former by giving others -1 to hit you, the latter by giving you +1 to all defense rolls to keep from being hit. To balance it, it probably seemed appropriate to take the higher cost of the two methods. Here's a link that may help explain the disparity between Lighten and Deflect: http://forums.sjgames.com/showpost.p...20&postcount=9
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-- "Suppose they make me a halfback. Can I tackle the shortstop or not?" Has Quirk: Incompetence (Sports) [-1] Last edited by Ternas; 09-21-2015 at 01:52 AM. Reason: Found Forum link. |
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| Tags |
| dungeon fantasy, magic |
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