gamesmeister
Banded Mongoose
I've skimmed the rules for enchantments in the past, but recently I sat down to read them properly and noticed the following:
It is sooo easy to make a magic weapon. You take any weapon (but preferably a high quality one), and as long as you know at least one of the required spells (very likely, particularly if you're playing in Glorantha and have access to cult spells as standard), you can attempt to perform a WeaponBlessing enchantment. On average, without any experience in Enchanting, you'll have a 25% chance of success, and if you fail there is no penalty. Therefore if you go for a POW1 Enchanted weapon, you can retry every hour until you succeed. There is a 1% chance of losing the POW via a fumble, but that's pretty neglible in comparison.
My point is, who wouldn't do this? Once you succeed, as you surely will, you not only gain a permanent +5% to hit, and +1 damage on the weapon, but the weapon will also count thereafter as a magic weapon, and therefore capable of damaging spirits with its full damage bonus (as opposed to only the magic damage from rune magic).
The above applies for a more powerful enchantment too. There is very little reason not to go for a +2, +3, or even higher enchantment on a weapon, other than the cost in POW. Using the MRQ guidelines, 3 POW could be replaced in as little as 3 sessions. Of course, the GM could always 'arrange' for your weapon to be lost/damaged, but that seems a little unfair given that it's not bending the rules in any way to do this.
The above illustrates another problem with the rules as written - a beginner enchanter can create enormously powerful items with only the cost in POW to limit them. There's nothing to prevent a beginning enchanter creating a weapon with +50% to hit /+10 damage, which would be an incredibly powerful weapon, far far greater than anything seen before in RQ. Ok, so it costs 10 POW, but the value of such a weapon would see the enchanter sitting on a beach for the rest of his life!
Perhaps this is ok for generic RQ, but it should be modified for Glorantha (except for the Zistorites I guess).
I'd suggest that a failed Enchanting still loses 1 POW, and every POW spent above the first gives a -10% chance to the enchanting roll. Otherwise who would bother with unenchanted weapons?
It is sooo easy to make a magic weapon. You take any weapon (but preferably a high quality one), and as long as you know at least one of the required spells (very likely, particularly if you're playing in Glorantha and have access to cult spells as standard), you can attempt to perform a WeaponBlessing enchantment. On average, without any experience in Enchanting, you'll have a 25% chance of success, and if you fail there is no penalty. Therefore if you go for a POW1 Enchanted weapon, you can retry every hour until you succeed. There is a 1% chance of losing the POW via a fumble, but that's pretty neglible in comparison.
My point is, who wouldn't do this? Once you succeed, as you surely will, you not only gain a permanent +5% to hit, and +1 damage on the weapon, but the weapon will also count thereafter as a magic weapon, and therefore capable of damaging spirits with its full damage bonus (as opposed to only the magic damage from rune magic).
The above applies for a more powerful enchantment too. There is very little reason not to go for a +2, +3, or even higher enchantment on a weapon, other than the cost in POW. Using the MRQ guidelines, 3 POW could be replaced in as little as 3 sessions. Of course, the GM could always 'arrange' for your weapon to be lost/damaged, but that seems a little unfair given that it's not bending the rules in any way to do this.
The above illustrates another problem with the rules as written - a beginner enchanter can create enormously powerful items with only the cost in POW to limit them. There's nothing to prevent a beginning enchanter creating a weapon with +50% to hit /+10 damage, which would be an incredibly powerful weapon, far far greater than anything seen before in RQ. Ok, so it costs 10 POW, but the value of such a weapon would see the enchanter sitting on a beach for the rest of his life!
Perhaps this is ok for generic RQ, but it should be modified for Glorantha (except for the Zistorites I guess).
I'd suggest that a failed Enchanting still loses 1 POW, and every POW spent above the first gives a -10% chance to the enchanting roll. Otherwise who would bother with unenchanted weapons?