Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 01-14-2022, 10:43 PM   #2
RGTraynor
 
RGTraynor's Avatar
 
Join Date: Aug 2004
Location: Pioneer Valley
Default Re: Enchantment as High Crafting Skill

Well ... other than a handful of paragraphs describing the whats and wherefores, what kind of mechanical support's needful? Something like:

A master weaponsmith (with base skill of 19+) who rolls a critical hit when setting out to make a weapon of Good quality or better can, through the perfection of his or her craft, impart magical qualities to it. Select appropriate weapon enchantments with an energy cost not to exceed a roll of 1d6 x 100; add half again to the result if the weapon was forged in a High mana/Sanctity zone, or if the weaponsmith has the Serendipity or Hedge Witch (cf GURPS Russia) Advantages or at least Magery 1.

That should suffice. Seems to me a system like this works better being light and mysterious rather than broken down into the usual exhausting degree of nuts and bolts.
__________________
My gaming blog: Apotheosis of the Invisible City

"Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife

It's not that I don't understand what you're saying. It's that I disagree with what you're saying.
RGTraynor is offline   Reply With Quote
 

Tags
enchantment, high craft


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:06 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.