> > 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
I also agree, but what about differences in the abilities of various
enchanters? Shouldn't part of the bonus imparted be based upon the
enchanter's skill with the feat being placed into the weapon? I have
been thinking of something along the same lines as the +1/5 bonus
above. What if the enchanter must decide what level bonus he wishes
to give the weapon, then must cast his spell as though augmenting the
item. The permanent bonus, however, would only be equal to 1/4
(round down)the normal augmentation or edge provided. Ex: Once the
character has crafted the weapon and achieved a complete victory over
the blade with his enchant iron skill, he casts his Truesword Stroke
magic upon it. He decides that he will attempt to give the weapon a
+2 to the wielder's sword skill. Normally, augmenting for a +2 would
only require a feat success v. a resistance of 10. However, because
this will be a permanent enchantment, it will require a feat success
v. a resistance of 20W (the resistance required to gain a +8
augmentation). Along the same lines, if an enchanter wished to imbue
an item with a feat, he would be able to provide it with a score
equal to 1/4 his own skill in that feat. To get the "standard" 12,
the enchanter would need a skill of 8W2. I know this may seem like
an overcomplication to some, but it seems pretty logical to my feeble
brain. Please be gentle and let me know what you think--how it can
be streamlined or in any way improved.
> > 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!
I noticed. :-) If you can get that sucker to 0 AP, you should have a
fair chance of driving the task to a complete victory. (unless you
got it to 0 through plain old luck)
> 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.
Um, forgive my ignorance, but what feats or skills would an Iginew
Redson devotee use to pull this off?
> regards,
> Charles
Thanks in advance,
John
Powered by hypermail