From: | "J. Keith Henry" <Ereskanti@***.COM> |
---|---|
Subject: | [SR3] Enchanting (was: Re: [SR3] Conjuring) |
Date: | Sat, 2 Aug 1997 18:26:53 -0400 |
writes:
> With the enchanting rules as they are, you seem to be able to
> | get more out of the process than you started with, if you role
> | well. Am I missing something?
>
> I'm not up on the rules, but from a GM point of view how does your
> mage sell his orichalum? And once word hits the street that he has a
> ton of the stuff, how many people have tried to steal it from him?
> And is LoneStar tracing him through his purchases of mercury, gold,
> copper (and whatever else it takes) and having a word with him? Has
> the local mafia/yak/gang tried to force him to make some money for
> them? Has a local Free Spirit stopped by for a midnight snack?
>
> Sometimes it is easy, by the rules. But that doesn't mean its easy
> <EGMG>.
>
I have to speak up, the rules for Enchanting really do need help I admit.
The above idea on the selling of Orichalcum can go a long towards a given
character's monetary help. It can also go a long way towards the creation of
a good story.
The character I have got bored with Orichalcum, and decided to develop
"better quality" stuff, basically, the units he contrived from a batch had a
+2 bonus for the doable tests, instead of a +1 modifier. In other words,
they had a better bonus for the processes of enchanting. Then he went public
with the news on the Shadownets, and made an arrangement to sell the stuff
via different means.
He did run into some problems on one of the sales, the old "our group gets
this and we're richer than God" type of setup. One mistake, don't screw with
someone who has invited not less than a dozen mages to bargain/auction the
units of unique and highly desirable quantity. Made for a good game
actually.
-K