A simpler alternative to RPM enchanting?

vendredi 20 février 2015

I'll start with the reason behind this thread. I'm currently putting together a whole new fantasy setting, I'm not entirely sure why, neither of the campaigns I'm running at the moment will finish soon, but I just got inspired.



The main feature of the setting is the races, I'd like to think I've come up with some fairly cool ideas for new races, and reinterpretations of existing ones. In the process of constructing the setting I found myself in need of a new magic system, in fact about 4 different variants on a new magic system.



Before then I'd heard of RPM, and had a quick flick at it, but decided that it seemed rather complex and it wasn't worth my time to get to know it well. But then magic hadn't been a big deal in any of my previous games. Now that I have read it I realise my folly, RPM is probably the best, most versatile magic system I've ever encountered. It gets far closer to my idea of magic than anything else I've seen, and combined with Pyramid #3/66 The Laws of Magic, you can do pretty much anything with it.



I can only find one flaw in it, but it's a big one to me. The enchanting system. This isn't a problem for 3 of the 4 variants I need, but it's crippling for one. That system is the one used by the race which, for the sake of expediency, I will refer to as Dwarves. In the setting I'm creating Dwarves are by far the best craftsmen, none of this Elven Mail nonsense, you want good mail? You go to the Dwarves. Their proficiency at creation is so great that enchanting is second-nature to them. They shouldn't have to spend CP to enchant an item.



To get around this you can combine RPM with the rules for creating Metatronic Generators, as can be found in this Ravens N' Pennies post. That's a sensible way of doing it, but there's still a problem, Metatronic Generators seem to assume the object is created from scratch, a Fine, Balanced greatsword enchanted with Flaming Weapon would therefore cost the same amount to enchant as a normal greatsword enchanted with Accuracy +1, Puissance +1, Shatterproof, and Flaming Weapon. That's just not right.



My ideal system has the following features:


  • Enchanting is a very different ability to normal magic, mages cannot enchant an object without also training as enchanters. This is obviously just a campaign feature. It rules that Magery (Arcane) doesn't cover enchanting, and adds a new specialisation called Magery (Materials). Not sure if Magery (Materials) should get a discount, my gut says no, enchanting is very potent.

  • Non-Dwarves can become enchanters, but it is significantly harder for them. I figure this is basically a campaign feature that states the Dwarves can buy Ritual Adept, whilst other races can't. For the sake of versatility I'll be using the broken down cost of Ritual Adept.

  • Rituals can be made permanent when transferred to an object. This is the most important aspect. How to make it balanced? I don't want to base cost on the item's final status, since Dwarves are master craftsmen and will be churning out very high quality, totally mundane equipment almost all the time. My first instinct is to find the difference in points between the initial cost of the equipment, and the cost after enchanting, and use that number to calculate the cost of the item as a Metatronic Generator.

  • Enchanting works by turning the object to be enchanted into what is basically a magical lightning rod. Some objects will need to accumulate energy to activate their inner ritual, for example a staff of fireballs must accumulate energy before each casting, though provided the skill of the object is high enough this can potentially be done instantly. Therefore part of the enchanting process must involve choosing the skill level of the object. Whilst other objects have permanent effects, and need no accumulation roll, for example, a sword that gives +1 to hit with any attack.

  • Different materials will be better able to accumulate energy for certain Paths, perhaps gold for the Path of Energy, silver for the Path of Magic, and so on. Unlike in The Material Difference from Pyramid #3/66 these materials are not consumed to power the spell, rather they are the materials the object to be enchanted is made from, and therefore dictate it's suitability for a given ritual. Even permanent effects are easier to achieve with the right materials. The usefulness of the material should be independent of it's price. Iron is just as good a material for Path of Matter spells as gold is for Path of Energy spells, despite being much cheaper. This raises balance problems, but makes a lot more sense. The material's quality should also make a difference to how good the material is for enchanting. Which leads on to the next point.

  • It should be possible to improve the quality of the materials used. This shouldn't be done with RPM, it's probably closest to the process of improvement at the start of Ars Metallica from Pyramid #3/68 Natural Magic.

  • The quality of the object should also effect both how difficult it is to enchant, and how well it accumulates energy. A well made sword has fewer flaws and thus channels mana better.

  • Enchanting includes a special case of the connection restriction, all rolls to enchant an object are at a -5 unless the caster made the object himself, or has the Ritual Adept (Connection) Advantage. That's another campaign feature.




I think that's everything, ideally I'd like extensive and complete rules on crafting objects so I can incorporate them into Dwarven craft magic, more detailed than the ones in Low-Tech Comanion 3 - Daily Life And Economics, but I guess you can't have everything... :) (Seriously though, I'd love a Pyramid supplement dedicated entirely to crafting stuff, but I realise it's a massively lengthy and complicated subject.)



Here's a few random ideas I'm throwing around at the moment: Whatever skill is used to enhance materials, Alchemy (Metallic) in Ars Metallica, but I'll probably use my own skill, could also function as the core skill for enchanting. Currently I think I'd make the core skill unspecialised, but give it a cap based on a mundane craft skill, which would be adjusted depending on difficulty. For example when enchanting a metal object, no matter how high your core skill is, you may only treat it as equal to Smith-2. Though I might remove that cap, or just make the core skill specialised, whilst keeping the Path Skills independent, and cap the Path Skills at the lower of 12+Magery or whichever specialty of the core skill you happen to be using.



I know this is a very lengthy question, but if you guys could just scan through and if anything occurs to you about any of the points I'd be very grateful. With time I could probably create something myself that works, but I know I can do a better job with the help of the community.

A simpler alternative to RPM enchanting?

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