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Old 01-23-2022, 11:49 AM   #6
Refplace
 
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Join Date: Nov 2008
Location: Yukon, OK
Default Re: Enchantment as High Crafting Skill

Quote:
Originally Posted by Prince Charon View Post
IIRC, the higher your skill is, the greater the chance of a critical success. It may requires houserules, perks, or other fudging to allow critical successes at higher than a natural 6 (the limit in the RAW as far as I know, available at skill 16+), but that would also be somewhat consistent with Tolkien and other epic fantasy settings.
See Wild Criticals, GURPS Power-Ups 7: Wild Card skills, p. 26 for such an example.
Some GMs allow House Rules and/or perks to increase it in a similar way. I think -9 is a good cap though.

As for High Craft, I use High Craft Powers (p. 205), Enchantment Through Deeds and the section on Meditative Magic in GURPS Thaumatology to handle this in general with a few house rules to handle this.
200 hours studying can grant a character point and this is the core of the Meditative Magic section. So I figured it was fine to apply the same process to a High Craft skill. That is slow but Enchantment through Deeds and the named Possession perk can ad more later and I have some house rules (basically a mini-magic system) that I throw in the mix to speed things up a bit. For example using magical materials, based on Thaumatology and the Material magic article in Pyramid.
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