> I also thought of something along the same lines, that is a weapon
> which never (under normal circumstances) gets stuck or slips away
> while you're drawing it. If you use a Drawing Roll, the magical
> effect could turn the Roll into a Safe Roll, making all Fumbles into
> failures/partial successes. This is useful and not eminently magical.
> Obviously this power would fail if the weapon is somehow tied (as
> with peace-bonds) or blocked away.
I've already covered that with the "Confer Talent with the Fast-Draw
> Also, semi-resistance to water, that is the weapon cannot float, but
> rain and water and humidity do not damage it (particularly useful for
> bowstrings and bows in general).
The only new Item Toughness I've been able to come up with, so far, in
addition to the ones I already have, is Resist Rot, which makes the item
more resistant towards rot and fungi. For metallic weapons there's
already Resist Corrosion.
> Can't hink of anything else I would really consider minor off the top
> of my head. Most of what's being proposed here would be significant
> effects in OMNIA, but that's just me and my preference for 'subtle'
> magic :)
I sometimes have to remind myself, in the context of the Minor Magical
Weapon Enchantments, that it is okay for the effects to *be* magical and
supernatural, as long as they are reasonably subtle. They do cost
Essence, permanently, after all.
I'll reply to all the other posts soon, but for now I'd just like to add
that this isn't a new system. It has been under development since some
point in 2001. I've got a lot of Enchantments in the system already,
most of the "bases" are well covered, so I'm looking for two things:
Edge cases, obscure oddball-but-still-useful stuff that some characters
- even if they are non-adventurers and are not player characters - might
want to spend Essence on. All the non-obvious stuff.
Secondly, stuff that I have so far tended to ignore - and with good
reason - because it fell below the resolution level of the coarsegrained
Essence system, where one cannot spend Essence in quanta smaller than
0.1 (and with most magic-using PCs being born with ES budgets between
4.0 ES and 8.0 ES, and an average person born with 3.0).
With the "picks" system I can sub-divide Essence slightly more finely,
which opens up for minor stuff that previously would have been absurd
because nobody would pay 0.2 or even 0.1 ES for it, but with 1 single
pick usually costing a bit less than 0.1 ES, I can offer some minor
beneficial Enchantments - I just can't think of a what they should be,
except for those I've already mentioned in the OP.
There's also in-game pertinence to consider. A weapon that needs
sharpening more rarely is already handled, indirectly, via increased
Durability, and an Enchantment that gives only that as an absolut effect
- as in no sharpening required, ever - even for a very low ES cost,
would not be attractive to players, because I really can't imagine any
campaign where it matters whether a weapon needs periodic sharpening or not.
That's not to say it shouldn't be in the system. It probably should.
The problem is, the list of Minor Enchantments then effectively becomes
divided up into two lists, even if the divide is implicit: One list is
those Enchantments that player characters might choose from, and the
other list is those Enchantments that player characters would never
take, because no matter how low the cost is, it is still an "opportunity
cost" and the Essence could always be better spent on something that
actually has a non-zero chance of mattering in play.
On one hand, I'd like the total list of available Enchanments to be
long, but on the other hand, I care especially about the first
sub-division of the list, those entries on the list that there is a
non-zero probability of players actually having their characters select.