Enchanting Armour Pieces

Old timer said:
Or in layman's terms:

"Realism when assuming that magic is real and all around us"

(which it is) (we've just become un-tuned to it for the most part)

:?:

Old-timer - I'll guess the ? pertains to my bracketed bits? :)

Exhibit A: Spiritual Mediums (of the non-fake variety);
Exhibit B: Ghost sightings in numerous places;
Exhibit C: I've had a three-part recurring vision in my time;
Exhibit D: Standing stones, white horses, barrows, mounds, leyline convergences etc;
Exhibit E: Shamanism in cultures such as Native Americans, paganism etc;
Exhibit F: Stories and fables and fairie tales. All conjured from our minds and our minds have to have something to work FROM to conjure these things.

I could go on :)

(but of course all of this is personal opinion)
 
Bifford said:
Or in layman's terms:

"Realism when assuming that magic is real and all around us"

(which it is) (we've just become un-tuned to it for the most part)

Very true.

But it's narrative realism within the context of a specific fictional environment, which may not follow the same internal rules as a different fictional environment - or the real world for that matter. Different settings will often apply the same magic rules in slightly different ways depending upon their own needs.
 
Yes, the ? was for the bracketed bits, was not sure that this was meant as a 'in game' fiction idea or personal views. Thank your for your clarification, not a view i hold, but each to their own :).
 
Old timer said:
Yes, the ? was for the bracketed bits, was not sure that this was meant as a 'in game' fiction idea or personal views. Thank your for your clarification, not a view i hold, but each to their own :).

Well I *did* turn it in to a game...if you caught my thread on Legend: Ancient Stones then it's all in there :D And successful it was too both as a F2F game (may be re-visited to further the story) and as a PBF game (ongoing).
 
Prime_Evil said:
Bifford said:
Or in layman's terms:

"Realism when assuming that magic is real and all around us"

(which it is) (we've just become un-tuned to it for the most part)

Very true.

But it's narrative realism within the context of a specific fictional environment, which may not follow the same internal rules as a different fictional environment - or the real world for that matter. Different settings will often apply the same magic rules in slightly different ways depending upon their own needs.

True, like I said earlier setting defines how the magic works. Arms of Legend enchantments rules were originally written for Glorantha style setting, except that in Legend version all Glorantha stuff is stripped out. In there it follows the logic which exist elsewhere in Legend rules that each hit location of an armour piece is treated separately. Elric setting has it's own magic rules and there inscribed rune of protection affects to every hit location of an armour piece and if you vocalise the rune (temporary duration) or inscribe (tattoo) it to your own body then it affects to all hit locations.

I don't really see point of this whole dispute. While the Arms of Legend rules as written indicate that enchantments affect only to one hit location, there's nothing which prevents the OP from making his own rules for his own setting. I see the rules as written as an attempt to balance the magic and to make powerful magic armours more expensive, but if that's not an issue in his setting then there's no problem.
 
Obviously you're free to 'bend' the rules as you see fit, however if I were creating an enchanted 'coat', both arms, chest and abdomen, for 3 points per location, it would be one enchantment with a cost of 12 MP - permanent. Obviously, these would come - via the Tap spell, from the client for whom the coat was being enchanted. No self respecting Sorcerer would give up their personal MP for someone else's benefit. Of course, there are less savoury means of obtaining this result.


As for the cost being ridiculously high, I agree with that mentality from the perspective that if it is more freely available and of lower personal cost, it then becomes less attractive and unique. The game then develops along gonzo, munchkin lines and becomes very D&D'esque with regards to enchanted items. Which, along with the fact that it's not particularly cannon, is why Loz did away with binding demons into arms and armour in the Elric setting. Previous versions had this as a core magic system and it was possible to create weapons and armours that had insane benefits.
 
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