Viewing 15 posts - 1 through 15 (of 135 total)
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  • #151245
    Anonymous
    Inactive

    I like that most items in Arcanis are not a huge bonus. However, at the same time, the loot options when they occur are often worth far more than the gold share. It can be very frustrating to miss out on an item that you now can’t ever get (given the current adventures).

    For instance, we played tonight. Ss’kethis would have loved a specific item but lost out on the roll. +1 isn’t huge but it’s worth far more than a fair bit of Sc to Ss’kethis. I’m fairly sure it is now currently impossible for Ss’kethis to get the item (I don’t think they are available in any other adventure).

    I don’t like the permissive LFR loot system (choose whatever you want of an appropriate level) but Arcanis seems overly restrictive. It’s less of an issue if a group always plays together because someone in the group will always have the items found but a lot of LA groups are pick-up so there’s a fair chance any given item obtained will be unavailable in the next group you play with. Would it really hurt anything if there were 2 or even 3 copies of items available in the adventures?

    Thoughts?

    Edit: remove spoiler info about item (sorry – didn’t think about it).

    #262410
    Anonymous
    Inactive

    Steve, as this is not in the spoiler section you should probably remove the mod title and the specifics on the item. While illustrative I”m sure people can fill in other items of interest. Your point will still be clear even without the details.

    With a sweep of his hat,

    Paul

    #262412
    frootsnax
    Participant

    I like that most items in Arcanis are not a huge bonus. However, at the same time, the loot options when they occur are often worth far more than the gold share. It can be very frustrating to miss out on an item that you now can’t ever get …snip… I don’t like the permissive LFR loot system (choose whatever you want of an appropriate level) but Arcanis seems overly restrictive. It’s less of an issue if a group always plays together because someone in the group will always have the items found but a lot of LA groups are pick-up so there’s a fair chance any given item obtained will be unavailable in the next group you play with.

    I have some sympathies to your position. I played the first arc with my Nierite HC and I missed out on magic items looted from Ymandrakes when we rolled for stuff. Then there was one other module where Crusaders found magic items and I was disappointed that (from his perspective) they were all essentially icky. So he went through the Crusade without picking up a magic item. Yeah. I felt frustration. Whenever I go back through the mod with the Ymandrakes I Jones a little for that beautiful relic cert. \":P\"

    But frustration also passes. Tukufu has had much better luck in the second arc. Hopefully proving things even out over time.

    I would contest the point that magic items are undervalued in gold. Some are. Some aren’t. The last item I have received is valued at 10 gc (ie 2 runes). As a mechanical matter 2 runes would probably be more valuable to him … but I have resisted selling both because its cool & because I can eventually buy those runes and I’d never be able to buy this item back… BUT it wasn’t the most expensive item out there. If I had somehow gotten the (IMO) less useful item valued at 20 gold Tukufu would almost certainly be sporting a lot of runic bling.

    Would it really hurt anything if there were 2 or even 3 copies of items available in the adventures?

    I know of some judges who have done this when they felt an item was “perfect” for more than one PC. Its obviously a subjective call as to what qualifies as “perfect.” And its out of line with the campaign guide. Because of that and that double certing has the potential for significant variance with a precious and finite resource, I am uncomfortable with the practice. But I think its a topic that could be addressed with a revision in the campaign guide.

    #262413
    Anonymous
    Inactive

    I recall some discussion where the Judge was empowered to do exactly that, provide extra copies of loot where it was appropriate. I dont recall where it is off hand tho

    #262415
    frootsnax
    Participant

    I recall some discussion where the Judge was empowered to do exactly that, provide extra copies of loot where it was appropriate. I dont recall where it is off hand tho

    I think recall Tony saying this … maybe at Arcaniscon. But it was a private groups shooting the breeze IIRC. I don’t think its written down anywhere. A lot of potential variance between judges…hence my discomfort. In a home campaign its easy and appropriate for the judge to mke these calls. In a shared campaign its different.

    #262416
    Anonymous
    Inactive

    Remember, while some rewards may state that there is only a limited number per table (one magical sword, etc…), if it will cause problems, you have the authority to give out multiple copies to those for whom it makes sense.

    Page 5 of the current campaign guide

    #262417
    drafit
    Participant

    Hello,

    I have some serious reservations about allowing GMs to multiply items.

    Frankly, how often is an item that is “perfect” for one PC is also “perfect” for a second? I can’t imagine that this would be a significant number. And if an item truly is “perfect” for a PC then the rest of the group should let that player have it.

    If the above occurs in a pick up game, then that’s just the way it is. Unless the player can convince the others how perfect that item is for them, then let the dice fall as it may.

    Answering the OP’s question, the writers take great care and do much hand wringing to put in items that make sense for the story and are interesting for Heroes to have. Multiplying this amount completely throws this calculation out of whack and can easily lead to economic inflation with peopel selling off items for coin.

    No item is REQUIRED in ARG for the player to succeed. It’s a cool perk and it might give you a slight edge, but we purposefully designed the system to slide the power scale towards what the Hero can do and not what he carries on him.

    That’s my take on things.

    #262418
    Anonymous
    Inactive

    Henry I have always had issues with that rule also… I’ve give people a hard time about it multiple times.

    On the other hand… it seems that we are are at the very basic stages of introducing some sort of economy for magic items, perhaps we could allow for some hand waving because this is a giant shared campaign and allow for people to purchase extra copies past the first if they feel its a must have item.

    #262420
    Anonymous
    Inactive

    Remember, while some rewards may state that there is only a limited number per table (one magical sword, etc…), if it will cause problems, you have the authority to give out multiple copies to those for whom it makes sense.

    Page 5 of the current campaign guide

    That seems like an odd rule. It seems to be saying if people are argumentative and difficult then they should be given something extra that polite players do not get. I’d prefer a modification to the rule to the effect of “items may be duplicated if multiple players want it but all copies now have a value of 0 (eg can never be sold)”. It may not be realistic but it fixes a lot of problems with a shared campaign where most groups are pickup. This allows players who want to use an item to get it but restrict the selling of items (unless only 1 person (or nobody) wanted it).

    Thoughts?

    #262421
    Anonymous
    Inactive

    There’s a tension in the campaign: It’s not a magic-item rich environment because we want the Heroes to be Heroes without needing to rely on their equipment. Take away a Hero’s sword, or runes, or armour, and he should still be a Hero. So there is an inherent scarcity, and a story reason for the inherent scarcity.

    Unfortunately, it is a human (Player) desire to want stuff, especially due to rarity. If something is rare, it is more likely to be valued higher than any intrinsic value it actually has. That we have intentionally increased the scarcity of magic items has substantially increased their value beyond what they’re truly worth.

    At the end of the day, this is why we try and get high quality judges who can make good decisions. Further, most of our players understand that just because they don’t get something cool this module doesn’t mean there won’t be something even cooler for them in the future. Enabling a GM authorized duplication was about mitigating those few instances where an item would indeed be ‘Perfect’ for both characters. Frankly, I’d be perfectly okay with making *all* magic items worth 0 across the board. If you can’t use it, you can’t sell it. I can only imagine the furor that would raise.

    Also, this rule has been in effect for almost a year now. I’m surprised the discussion is just coming up now…

    The trickier part comes in when greed is involved, and all I can say to that is: There is more gold in the game than can be spent unless you are paying out ridiculous bribes or buying 10 Altherian Flintlocks and firing each of them every single module. Many of you are already rich enough to retire in the campaign world. It doesn’t take that much to live a long, comfortable life. There will continue to be more than enough cash. Maybe not in any single module, but over time, you will generally get more than you spend. Which is more than can be said for real life.

    #262422
    Anonymous
    Inactive

    ::Shrug:: The only items that my character has gotten in all of the ARPG system has been those items that EVERYONE got (or had the option of getting) with the exception of an ancient Flamberge which is less-effective than my usual one from James Zwier’s Delve. Do I feel like I’ve been cheated? Not really. As Tony mentioned, the gear does not make a Hero, it simply is another tool in their toolbox. Would the Greaves of Upheaval be helpful to my character? Yes. Would that mighty-morphing Holy Symbol/Wand thing be useful? Yes. Am I mad I didn’t get them? Not overly.

    One alternative to this would be to institute a Marketplace system for the campaign. Maybe have it 1/year (ie: at Origins) Heroes can buy any non-restricted item of their Tier or less if they have the appropriate monies for it. This can be done online with a volunteer handling the book keeping and sending out Certs. A fair amount of work, yes, but doable, and something that can be delegated to someone other than the immediate PCI or Campaign Staff.

    #262423
    Anonymous
    Inactive

    In general, I’d be perfectly fine with all magic items having 0 value. The only time it would be nice to relax this is if nobody at a table is interested in an item (and then I’d be fine making it worth even less than most of the resell values seem to be).

    I suppose part of the problem with missing out on items is that gold just isn’t very valuable past a certain point. After buying some runes and an exceptional quality low-cost weapon, there isn’t much else to spend money on (heavier armors and more expensive weapons are so expensive as exceptional that nobody will ever be able to afford them). Then again, that will likely change as people hit Tier 3 and can start buying those (more expensive) runes.

    #262424
    Anonymous
    Inactive

    I fully support the focus on the character and what they can do rather than the gear they have. I can appreciate there have been some interesting or unusual items that have gone by in the mods I’ve played. Some have been appropriate, some not.

    To me, “perfect” would truly need to be perfect. If you had an ancient 1st Imperium flamberge with a divine Nier rune on it once weilded by a lieutenant of Leonydas val’Virdan and there were 2 Martial Nierite Templar Grand Masters of the Flamberge, you could certainly make the case that it’s perfect thematically and mechanically.

    Highly useful though is different than perfect. That will come up a lot more often.

    I don’t support a once / year Marketplace at a limited event for people to get things. Either it’s a bit more accessible or we just leave it be. As it stands magic items are tradeable I believe or at least some of them are. That can alleviate some of the issues. Perhaps the use of a trading thread on the board which would provide some oversight. Alternatively allow for the purchase say 1/tier of 1 item from a pre-approved list. It provides some flexibility without going overboard given no more than 5 items over the entire span of a character’s career.

    To Tony’s point about money, yes and no. There is certainly more money in the campaign than there used to be. When you look at the costs for exceptional quality weapons with a full complement of runes on it, you can be looking at 25 Gc for 4 runes assuming a Tier 2 Exceptional plus whatever the cost of the weapon is. Exceptional quality light armor’s within range and heavy is way out of it.

    By and large though, even a fully tricked out weapon provides limited mechanical advantage. It’s slightly faster. It does slightly more damage. It may provide an interesting effect, though often that’s only at the Exceptional level and few exceptional runes are Tier 2. If you’re bringing up a secondary character who won’t get anything except money and XP there are certainly ways to spend it.

    Getting cool stuff is usually seen as a fun reward. Even if it’s not a mechanical advantage. If I’d thought about it I probably would have asked if Uxbraxtix had horns and could I have sawed one off. Getting something made out of that might have been cool even without any official cert or mechanical advantage.

    Perhaps there’s an opportunity to add a bit more flavor specific rewards that have little or no mechanical advantage. Make them untradable or priceless so no monetary advantage or make them minimal benefit. This helps avoid the power creep, still provides some cool “stuff” for people to take away and provide some balance for people getting something even if it doesn’t make sense to have enough items to cover everyone at the table.

    Thoughts?

    With a sweep of his hat,

    Paul

    #262425
    Anonymous
    Inactive

    To me, “perfect” would truly need to be perfect. If you had an ancient 1st Imperium flamberge with a divine Nier rune on it once weilded by a lieutenant of Leonydas val’Virdan and there were 2 Martial Nierite Templar Grand Masters of the Flamberge, you could certainly make the case that it’s perfect thematically and mechanically.

    Highly useful though is different than perfect. That will come up a lot more often.

    How do you define “perfect”? Everyone will very likely have different definitions. Your example sounds like that it must be an absolute perfect fit story-wise for you. What if the item doesn’t have an extensive story tie-in? What if the item fits a character perfectly mechanically (whether it has a story tie-in or not)?

    I suppose another issue I have with the current loot distribution method is that it is not at all equal. Items will likely each be worth more than the total gold share for the adventure. The nearest thing that can be bought to a magic item is a rune which costs 5 Gc per tier (iirc) which is far more gold than any adventure gives out (at least per player). Again, this isn’t really an issue if a group always plays together – they can lend the equipment and rotate who gets the special items. For a typical LA pickup group, this doesn’t work – it’s entirely possible for one player to continuously lose out on item rolls (but it’s different players/characters/GMs so you can’t just say “okay – you get the item this time because you’ve missed it the last X times”).

    The more I think about it, the more I think I prefer the old LFR method for living campaigns – you are limited to the specific items in the adventure but each person gets one (regardless of number of copies). Given the differences with Arcanis, if this approach is taken, I’d suggest making it impossible to sell magic items (selling should be limited to things you can buy (mundane items and runes)).

    #262426
    Anonymous
    Inactive

    As one of the more vocal dissenters when the change to a “Relic Based Magic Item Economy” was instituted (Basically where there was only 1 of each item), I have to say that I have not personally seem too many issues with distribution or fairness. In the games I’ve played in, there are generally only 2-3 people max who want any one given item and sometimes if it’s a highly specialized item, there’s only 1 anyways. Usually the decision comes down to:

    1) Bargaining/Dealing: One characters offers some ‘payment’ to the others and is allowed to take the item in question OR
    2) Random: Everyone rolls a die and winner takes it

    #1 is a lot more fun to watch, but #2 happens a lot also. It may take a few adventures but usually these things balance out in the long run. One thing I have seen is that if someone gets an item, they don’t get a share of the gold. Also if there’s an item that no one wants, it’s usually sold at the table and the proceeds split by those who got no magic items.

    So far the authors and campaign staff have been good at item distribution in my opinion and there a few key things that have made this possible:

    A) There are usually 3-5 items in each adventure now that can be given out
    B) There is a nice variety in items that are being given out (weapons, armor, wands, special miscellaneous items) so that it’s possible each person wants just 1 item

    As long as the above continues, I don’t see this as a long term problem. I’ve been on all sides. There have been items I’ve wanted and lost, items I’ve wanted and gotten, and times when I didn’t want anything but the non-certed piece of fluff that no one else did \":)\"

    A few points I’d like to address that others have brought up:

    Henry, you make some good points and the system does a good job of not being item-reliant. However, for the vast majority of players, *every* Arcanis game is a pick-up game since a lot of folks play at conventions or game days. Therefore, any discussion needs to take that into account.

    Tony, while there may be a few characters who have enough money to retire and need nothing, I would argue that given the rising costs of runes (at higher Tiers) and the cost to buy Exceptional Weapons, that this is not the common scenario characters are in. I know personally I need to accumulate 38gp for my Exceptional Weapon and I’m about half of the way there saving up. I have bought 2 Runes in the last 4 years, so even if I’d saved everything I might *just* be able to afford it right now at Tier 2.6.

    John

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