# Re: Magic Item enchantments: Chance of critical failures.

Rick,

I don't think this changes the failure rate. Twice as long rolling every other week...

So if it would normally have been 10 weeks and 10 rolls, now it's 20 weeks and 10 rolls. Same failure chance but it takes longer.

Third enchant is presumably 40 weeks and 10 rolls.

--Thomas

On Mon, Nov 7, 2016, 19:51 Rick Smith <rick_ww@lightspeed.ca> wrote:
Hi all,
While working on my revised magic item enchantment rules, I found a rule
which we have been playing wrong for a long time.

Steve Jackson wrote...

The "team" approach is the most efficient way to perform multiple enchantments. But it's not the only way. A lone mage, if he has time enough, can do anything a team can do. If one wizard is putting a second spell on an item by himself, it takes him twice as long (rolling every OTHER week). Thus, his material and apprentice costs are the same, but spread over more time.

(The phrase underlined, I have done now for emphasis.)

The thing we have been playing wrong is that the lone wizard was rolling
every week for the enchantment.  These rules say that the item is created,
but the wizard only rolls 1/2 as often.  If it is the 3rd enchantment, the DX roll
is made only 1/4 as often, etc.

This rule makes it much rarer to lose later enchantments on multiply
enchanted items to rolls of an 18.  Thus, the risk of rolling an 18 CAN BE
"baked Into" the cost of items that take a long time to make.

It also makes the D, E, ... H, type notes make more sense.  I am now
pretty sure that these ARE to make up for the chance of a critical failure
destroying the current enchantment.

The phrase, "value of the UNDERLYING item", which I was talking about
in earlier posts, is still in error.

I'm guessing here, but I suspect that phrase ("... UNDERLYING item...")
was included when an 18 destroyed ALL enchantments on an item.
Play-testing decided that this was too grim, and so the idea was revised
but that phrase was missed when the rules were updated.

Warm regards, Rick.