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Author Topic: New DM rules questions  (Read 1510 times)
Krensky
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« Reply #30 on: April 20, 2012, 01:11:31 PM »

And if you craft the item yourself, do you get to add upgrades then, and if you can is it still the GM's decision what exactly you've made?

Enchanting an item still requires you to have the item first, so I don't understand your question.
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Big_Jim
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« Reply #31 on: April 20, 2012, 01:17:04 PM »

And if you craft the item yourself, do you get to add upgrades then, and if you can is it still the GM's decision what exactly you've made?

These two questions confuse me. Can you offer a specific example or two?
His dilemma is based around the fact that upgrades are paid for purely by silver, and since there is no silver cost for the magic item... well, now do you see?

The solution is that it's between the player and the GM to determine what upgrades the item possesses. For example one of my characters has a magic double-sword with the unborn construction quality. It doesn't mechanically unfold as per the book's description of unborn construction; instead it magically grows - in the same style as the weapons from the Thundercats cartoon: Lion-o's Sword of Omens or Cheetara's staff. That upgrade is thematically part of it's magic, and silver never coming into the story (or math).
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LordKruelos
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« Reply #32 on: April 20, 2012, 01:35:31 PM »

Hmm, I think I see the confusion here, here's how I think I would handle it:

If Dwarfy McDwarferson wanted to enchant a magical sword, he'd have two options:
a) buy the sword to be enchanted and enchant the sucker
b) smith the sword to be enchanted (via Crafting check), and enchant it as part of/after smithing it.

If A, then the cost of the Sword + Upgrades is handled via the purchase
If B, then the cost of the Upgrades is rolled into the Crafting check (build or improve object)

The Reputation cost of enchanting the sword would be treated separately, but to me Krensky hits on the difference between Item and Item+Enchantment. Then again, a GM might simply handwave the item acquisition, ruling that the real cost, the Reputation, is enough of an impact. YMMV
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Antilles
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« Reply #33 on: April 20, 2012, 02:05:59 PM »

Edit: Didn't see the replies, which clarified my questions neatly. Half the fun of the gear in FantasyCraft is how much customization you can do with it, but magic items jumps straight over that bit, unfortunately.
« Last Edit: April 20, 2012, 02:11:09 PM by Antilles » Logged

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LordKruelos
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« Reply #34 on: April 20, 2012, 02:16:02 PM »

Edit: Didn't see the replies, which clarified my questions neatly. Half the fun of the gear in FantasyCraft is how much customization you can do with it, but magic items jumps straight over that bit, unfortunately.

I was super-confused by your response! Glad to see the edit happened before I pressed send. Smiley
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Bill Whitmore
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« Reply #35 on: April 20, 2012, 07:52:11 PM »

I also took the question to mean, what would it cost to take an existing item and have it modified.

For example, after finding a suit of magical armor, how much would it cost to add fitted to it or to reapply fitted for your specific character, since the existing item doesn't have a sp cost.

Here again, I would really make it depend on the item.  Usually, I know the base items sp value and I would just charge based on that amount.  However, an item may also morph to fit its user, so the fitted quality (which is usually limited to a specific character) may be applied to a new owner at no cost.

I have a group that consists of craftsmen and this came up fairly early in our game.  In our game, I ruled that you needed to have whatever item you wanted to enchant first.  That meant they would have to first find, build or purchase a suit of plate before they could enchant one.
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