Glorelendil wrote:But it results in the same paradox: the characteristics of Ancient Cunning Make would/should be just as obvious as those of Mithril. It's either light & comfortable or it's not.
To me it's one of those peculiarities of the rules where you just sort of have to shrug and admit that it's hard to invent fluff to support the crunch. If a player gets too argumentative, solve it for him by reducing the number of qualities by one. "Oh, my mistake, it's not Mithril, it's bronze. Any more questions?"
Heh heh, that's certainly one way to do it and any player will learn to STFU complaining after the first time you pull such a move!
... Many players coming from RPGs that try and simulate the 'physics' of their game world just have to accept that there are some elements of TOR which require a level of *narrative abstraction* to explain their application. For instance, as well as this kind of thing, why does a Hobbit only get the Small trait when he purchases the Small Folk virtue? He's always been small, he hasn't got any smaller, so why does he suddenly get these extra system elements that he can use? Well, it's all about mechanical importance. He's always been small, but now, it *matters* narratively so the mechanics reflect that. Same goes for the way these item enhancements work and 'activate'; it's always been a Mithril shirt, but now it's become mechanically important to the game.
Glorelendil wrote:P.S. I drool at the thought of a Mithril Mail Shirt with Ancient Cunning Make and Ancient Close Fitting. 3+3 protection, first Pierce misses you entirely each combat, encumbrance as low as zero.
I'm very wary of introducing such items to my campaign, personally. They are amazing but I worry that some are extremely powerful, which I suppose they should be, but could be unbalancing if not handled with care.