... Sure. The problem with that is that I've covered a lot of ground already, so you'l get a lot of "I did that years ago". ... Durability bonus Enchantment....
Torben AEgidius Mogensen wrote: [...] ... The problem with this one is that much of the balance in the magic item creation system lies in the possibility of...
... Yes. It sounds as a classical case of magic items being fiated into existence by a metagame entity, instead of them being created by the characters that...
... It is one of the more expensive enchantments in the Asgaard rules, so it is it not going to be that common. And, as I said, there is no guarantee that you...
... Yes, if made sufficiently difficult to create, and limited properly with good mechanics. I think one possible mechanic is to have the Returning[1] item...
symphony88ing wrote: [...] ... That much is clear. ... No, that is often not the case, because many Enchantments, and also some spells, have as their main...
... Peter, While I think that you have some very interesting and creative ideas, and that in the main you and I have similar views of what role-playing...
Peter, ... magic to ... of the ... such a ... which ... dagger. It ... Actually not. It was a dagger with no special combat bonuses at all. The big help for...
... Yes, that would seem reasonable, though how this difference in strength would manifest is unclear. ... That is a common idea in Legend and Fantasy, such as...
Anyone use booby traps and like triggered on magic items? So unlless your either the owner or know how to use the "weapon" "item" it may back fire on you? A...
What about items enchanted by accident? Such as the sword of detection, yes it should have been more, but someone made the danger and needed to test a spell on...
I've been meddling with a home-made system for medieval fantasy, prompted by a desire to play fantasy in something a bit more sophisticated than D&D 3&4th. My...
... That would be a reasonable explanation for cursed items: If enchantment has a good chance of going horribly wrong and producing a random magical effect,...
... unusual dice (I'm currently thinking of each character's focus being about 6 or so). However when I try to work this out, I just can't fit the range of...
... [...] ... Okay, I had misunderstood that part, and assumed that it was only wielding the dagger that caused the curse to take effect, rather than the curse...
... See below, although if one wanted something really quick and truly dirty and nevermind the specifics, just roll 1d6 per interval, and on a 4 or higher, the...
Dan, Using a finite pool like this to represent everything you can do in one round sort of sounds like GURPS (Steve Jackson Games). In a given round (one...
Thanks Brian, As my experience is pretty limited, there must be a few games out there much like what I'm aiming for. However Gurps seems different in a few...
Peter, See comments inline below: ... I agree, in general, that Magic item creation should not be outright disallowed. The other system that I normally use for...
i have found that the hero system is awsome you should tr it out. there is no bonuse die pool. but you can "push" your rolls and it allows all characters to go...
I've been thinking some more. First let me outline a few 'fixed points' that are fundamental to what I want to make- I'd invite people to bear these in mind...
... I agree that quantification serves many useful purposes, but I disagree that it is of primary interest. ... I think quantification is a useful tool for...
Forgive me if I've missed something in the preceding messages, but where do you see the items deriving their abilities from? Considering what it is that makes...
... Yes, these are the most common ways games handle magic items. There are other possible sources though: 4: An item gains power by it use: If a sword kills...
... It might also be that the sword genuinely gains power by being wielded by a great hero. ... I think these ideas about 'source' of power can be very useful...
... That would fit option 4, I think. ... This depends on to which degree you want to separate cause and effect. In game terms, increased sharpness might...
Sagatafl's magic item creation rules currently has separate Enchantments to make an item immune to heat, heat/fire, frost, lighting/electricity and so forth,...
Peter Knutsen wrote: [...] ... One possibility is an active-use bonus to skill (in Sagatafl an -1 RD bonus) usable once per time unit, e.g. once per Week or...
... Here are some: - Shiny: The item looks more shiny and has clearer colours than it would naturally have. (This is weaker than any of your suggestions,...