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#51 |
Join Date: Feb 2008
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I know I am hijacking this thread a little but I would be intrested in some form of metrics considering enchanting in RPG. What are the required numbers especialy can certain enchanting be mass produced?
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
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#52 |
Join Date: Jun 2005
Location: Lawrence, KS
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That's a worldbuilding decision. My old supplement GURPS Thaumatology: Urban Magics has some suggestions on industrial scale enchanting methods, updated to 4/e. But whether to use them depends on what kind of world you want to run.
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#53 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Most settings with ubiquitous minor magic items usually have some super expensive hard to create items too. So deciding how to separate them is also very preference dependent.
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#54 |
Join Date: Dec 2006
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If you can find or have a copy of GURPS 3e Technomancer it also had a worked example of industrial enchanting; complete with hooking it up to specialized fission powerplants that produce magical waste products and 'depleted necronium' (anti-magical metal akin to depleted uranium)
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#55 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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The versions of that setting's style of enchantment that were published in ancillary products still resulted in tiny near useless magical items costing thousands of dollars.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. Last edited by Flyndaran; 10-21-2016 at 11:00 PM. |
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Tags |
enchanting, magic as powers |
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