Enchantments

From: Svechin_at_...
Date: Mon, 10 Jul 2000 12:04:58 EDT


Guy "Never been to Nolos" Hoyle writes:
> >As to the strength of enchantments, it depends on the might of the 

> >enchanter and the needs of your story.
>
> I guess I'm just not sure where they came up with the values that they did
> in the handouts in the Deluxe box. Here are some examples:
> Hidden Gale, Cutrid the Black has an enchanted lead mace ^7, and Dorhilla
> the Gleeful has a hickory staff with bells ^4.
> Ibex Moon: Phalinde the Friendly has an enchanted bow from Pent ^6
> Army of Tomorrow: Rjorni the Grim has magical bronze mail shirt, greaves, &
> round shield ^7 and a silver torque (^4 in combat); Guy of Nolos has an
> enchanted iron-bound staff ^5, which also allows him to attack spirits in
> close combat.
> The part that confuses me is that there's nothing in the character
> description which gives me any idea why these devices have the values that
> they do. If A player comes to me and says "I want a sword as powerful as
> Cutrid the Black's mace", am I giving him a hugely powerful weapon? What
> kind of scale am I dealing with here?

Not hugely powerful no. If you read the Hidden Gale stats, they are mostly beginner characters and their weaponry is based on that. If they have a cool item that they spent some of their words on, then the scale of the item is about right. As for the Ibex, they are significantly tougher, as befits a tourist group in the RW equivalent of touring Afghanistan wearing a Soviet uniform...

We based the rankings of the magic on our campaign experience with HW, but this is not to say that is the only standard usable, but I think its a pretty reasonable one for the characters described.

Martin Laurie

Powered by hypermail