Re: Crafting Anew
Posted: Thu Nov 17, 2016 4:07 am
Enchantment would be balanced if it required a base item with the enchantment to transfer to a new item. For instance if I wished to enchant a pair of +2 strength gauntlets, I would require a +2 strength item to use as a basis for the enchantment, the masterwork item to be enchanted, and the difference in cost for adding levels of enchantment. This is a little different than the Pathfinder/D&D crafting in canon, but will ensure that a flux of magical items is kept in check. Every time a new piece of equipment is enchanted, the old enchanted item is consumed in crafting.
My logic for this is the requirement to be able to produce a magic item as the basis for working enchantments. For instance to produce a work on the lowest enchantment table, the spell is often required in canon along with the cost of the enchantment process (and the radical materials to work enchanting, an enchantment kit/lab or thereabouts along with material costs). To produce greater enchantments requires that the lesser items be craftable; in essence, instead of crafting new enchantments, I propose existing enchantments be used as the component to enchant new equipment.
The trade-off is that crafting skills are not as demanding skill-point wise, which normally requires several levels of devotion just to produce a magic potion, wand, and eventually wondrous items. Instead, enchanters will be searching for the best components to work their magic with, as opposed to spending downtime just to craft. I thoroughly believe that some adventurers would not mind spending for example, 500 platinum per level of enchantment, to transfer the effect onto their own crafted gear. This customization may not be canon enchanting but it does offer a balance to keep enchantment from reaching mass-produced levels, and will allow people to continue prettying themselves. In the end that is what is most important after all: the non-essential roleplaying supplies, and to keep a party starving. Imagine if you will: necklaces of fireball made from wands, Mithril gauntlets with ogre strength, making that lucky hat truly lucky with an ioun.
To my good friend Gwain, I know your pain when it comes to a lack of crafting RP. It is few and far between when I get the chance to describe the coals blazing from red, to orange, to blue and white-hot. When I do though I certainly have a lot of fun. I tend to roleplay cleaning up and taking care of the tools more than hammering away, and at first I was a little let down I would not get the chance. That does not stop me from pretending to still work on things that will take weeks at a time when I log back in, or from jumping up and down on a cuirass to bend it around a 2x4. It would not be that hard to make a few changes to the forges in general: adding a pump bellows that described the forge heating up similar to stoking a hearth, for example. I cannot think of many changes outside of this storytelling fluff, but I do like fluff. Doesn't everyone?
To summarize I recommend:
An enchantment system involving the transference of one enchantment, onto another, destroying the original.
Cleaning up after you craft, whether you RP'ed making a mess or not.
Drink your sleep, get 8 hours of milk, stay in drugs, and don't do school.
My logic for this is the requirement to be able to produce a magic item as the basis for working enchantments. For instance to produce a work on the lowest enchantment table, the spell is often required in canon along with the cost of the enchantment process (and the radical materials to work enchanting, an enchantment kit/lab or thereabouts along with material costs). To produce greater enchantments requires that the lesser items be craftable; in essence, instead of crafting new enchantments, I propose existing enchantments be used as the component to enchant new equipment.
The trade-off is that crafting skills are not as demanding skill-point wise, which normally requires several levels of devotion just to produce a magic potion, wand, and eventually wondrous items. Instead, enchanters will be searching for the best components to work their magic with, as opposed to spending downtime just to craft. I thoroughly believe that some adventurers would not mind spending for example, 500 platinum per level of enchantment, to transfer the effect onto their own crafted gear. This customization may not be canon enchanting but it does offer a balance to keep enchantment from reaching mass-produced levels, and will allow people to continue prettying themselves. In the end that is what is most important after all: the non-essential roleplaying supplies, and to keep a party starving. Imagine if you will: necklaces of fireball made from wands, Mithril gauntlets with ogre strength, making that lucky hat truly lucky with an ioun.
To my good friend Gwain, I know your pain when it comes to a lack of crafting RP. It is few and far between when I get the chance to describe the coals blazing from red, to orange, to blue and white-hot. When I do though I certainly have a lot of fun. I tend to roleplay cleaning up and taking care of the tools more than hammering away, and at first I was a little let down I would not get the chance. That does not stop me from pretending to still work on things that will take weeks at a time when I log back in, or from jumping up and down on a cuirass to bend it around a 2x4. It would not be that hard to make a few changes to the forges in general: adding a pump bellows that described the forge heating up similar to stoking a hearth, for example. I cannot think of many changes outside of this storytelling fluff, but I do like fluff. Doesn't everyone?
To summarize I recommend:
An enchantment system involving the transference of one enchantment, onto another, destroying the original.
Cleaning up after you craft, whether you RP'ed making a mess or not.
Drink your sleep, get 8 hours of milk, stay in drugs, and don't do school.