Re: Enchanting weapons

From: Charles Corrigan <glorantha_at_...>
Date: Fri, 24 Aug 2001 08:36:30 -0000

> A character with the feat can augment using the sword's ability
> rating as a bonus (i.e. the sword gives +12 to Truesword Stroke
> augmentation attempts).

I do not think this particular point is in line with the other rules examples

> It *can't* be the case that the sword gives a straight +12 to
> Close Combat, or that this ability rating of 12 can just be
> changed into a 24-point offensive edge -- that'd be daftly
> powerful for the "default" magic item.
Agreed

> My *guess* is that you could work out a fixed bonus using the
> normal conversion rates (resistance 5 = +1 target number bonus
> or ^2 offensive or defensive edge), so that for a bog-standard
> magic sword you'd say 12/5 = +2 to hit, or +5 damage, and take
> it from there for more powerful items. Which sounds fair to me.
Agreed

> You did notice that you need to achieve a Complete Victory with
> the ability you're enchanting into the sword *AS WELL AS* the
> Enchant ability, *and* spend one or more Hero Points, to make
> it work?

Nasty isn't it!

Actually the "best" powergamer way to make a magic item is to enchant it and summon/plead/whatever a daimone/spirit/essence to enter it. Make the new inhabitant a follower and its two abilities will go up as your best ability goes up. Making it an ally gives even better ratings but you will need to negotiate with the GM each time you wish to use one of the abilities and the item is up for grabs as a plot hook (i.e. it will be stolen from you each time the GM has run out of better ideas or if your character has not been "virtuous" the item will not work).

regards,
Charles

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