Viewing 15 posts - 121 through 135 (of 135 total)
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  • #262598
    Anonymous
    Inactive

    The more this started to develop, the less I felt it was something beneficial to the campaign. I agree with Mary Bamford that this is a slippery slope and may turn this campaign into a D&D one where magic items are commonplace.

    I don’t follow that logic. Most people are talking about something that would allow one item approximately once per tier and/or arc.

    In D&D, you get a new item at least once per level (eg 3-4 adventures) – if you include potions, I think my main LFR character has had something like 25-30 items by level 15 (probably about 20 non-potion).

    If going by Paul’s proposed system in Arcanis, I would have been able to probably “buy” 2 tier 1 items in that time (45ish modules at 1 point per for 20 per item/tier) plus items given out by the adventures (still far less than D&D).

    #262599
    Anonymous
    Inactive

    Alas, this may yet be too much for Henry’s vision of the game. I can see that, and even only counting Runes most people are still kiting themselves out with magic even now. I had hoped keeping it down to 1x Tier I item/Tier as an average would be low enough, but that might be viewed as too high yet.

    Have to crunch numbers to see how this could work while keeping it useful, but not TOO common. . .

    Oh, and as a thought: How much would a Harvester be interested in someone decked out in Magical Items? Would they attempt to Harvest the person, simply ‘mug’ them, or leave them alone? This could also be a way to. . . limit a person’s desire to wear all the latest fashions \";)\"

    #262601
    Anonymous
    Inactive

    I apologize if I made you do work for nothing, but I’m getting a gut feeling that this is going to just make Arcanis into another generic, run of the mill fantasy game.

    No worries. It was a fun exercise. Part of the reason I’ve wanted to make sure the scope and the principles are laid out first is that it helps avoid scope creep and keeps any solution focused on what the real problem is. Narrowly focused with the right controls I think it could still work. It’s defining those boundaries or allowing them to be pushed too much that is often where the problem is. I see that doing systems work and I do governance here. It’s amazing at times how much is applicable both in terms of type of work that can be applied and the interests of the various stakeholders.

    With a sweep of his hat,

    Paul

    #262602
    Anonymous
    Inactive

    Have to crunch numbers to see how this could work while keeping it useful, but not TOO common. . .

    I enjoy crunching numbers but without guidelines about how many items a character should be able to acquire this way it’s nigh impossible to do. The #s for 1+1/2 Hero tier in items will generate vastly different break points on things than twice tier or no limit.

    It took roughly 30 mods to get from 1.1 to 2.1. If the goal is even 1 item / tier, then if you assume 1 SP / mod then 30 is the correct #. If you allow for more than 1 then divide it accordingly. If you only want 3 over 5 tiers then it’s probably closer to 40 or 45.

    Crunching the #s is easy. Being clear on the principles is often more challenging.

    With a sweep of his hat,

    Paul

    #262603
    Anonymous
    Inactive

    I agree with Henry/ Mary on the idea of New points just being used to create the same old magic items.

    However “This is ARCANIS!!!!” (rawr sound) and I think we as a group might be making a fundamental flaw, we are tying “magical” directly to ” mechanical bonus ” what would a system look like if we decoupled those things, and why would it still be useful to do….

    (as an aside, there is a argument about the possibility of needing bonii at higher levels, but this isn’t the place for it from my POV)

    So lets take a Page from Hats book ( and HOLY cow man, i cant thank you enough for this) lets define the problem we are trying to solve: We want to make cool interesting magic items, AND we don’t want to turn it into a 3.5 style magic item shop.

    “The world is not made up of atoms; it’s made up of stories.” – Muriel Rukeyser

    The core of what makes an item cool is the story behind it, the croatalus gauntlet (FIM 1) the Awesome anti ssethric hammer from the 3.5 FiM ( somone remind me the name?) all have great stories.

    Here is an example of a story to a piece of armor. Just plain jane

    Næfre Eft “Never Again” Exceptional Milandisian Gothic Cuirass
    This Armor is made of Blued Steel and sea snake skin with a cresting wave emblazoned on the front. This armor has been in Delbert’s family for longer than anyone can remember, being passed from father to the eldest son on his 18th birthday. Delbert’s father was not a warrior so it remained unused in a place of honor above the mantle.
    Inscribed on the inside are the names of all of the previous owners of the armor, but his list is incomplete due to repairs made to the shield over the years. Many remnants that are unusable for repairs are kept in a chest and passed along to preserve the history of the family.

    Now it would be awesome for magic tricks to be part of this armor. Some examples:
    walk on water for 4 ticks (or run really)
    never rusts
    easier to don
    you can sleep in it
    it weighs less
    ability once per day to produce a strong blue light for 12 ticks
    it customizes itself for the wearer
    … and so on

    things like that may or may not change the story of the item, that all depends on the player, but it would certainly make the item cooler without bumping the “power level” of the item.

    on the other hand it might be that Ive earned enough “New Points” to totally get something new to my character, ie i can get rid of this old steel whip and use this new steel whip that I’ve paid for in some fashion (money and points) and then I’m creating all new story with my character and the item

    #262605
    drafit
    Participant

    Hello Paul,

    No worries. It was a fun exercise.

    To be clear – I’m not saying “no” just yet. As I said, I’ll discuss with the Staff, but I was merely stating that I was having second/third/fourth thoughts n the wisdom of such a dramatic change.

    #262606
    Anonymous
    Inactive

    To be clear – I’m not saying “no” just yet. As I said, I’ll discuss with the Staff, but I was merely stating that I was having second/third/fourth thoughts n the wisdom of such a dramatic change.

    Fair enough. it would be cool to build items of meaning in one form or fashion that go beyond what can be purchased today. I still think one of my favorite magic items from the original story arc was the old Defender of the Empire’s armor called Night’s Watch made out of magically hardened obsidian. Even if it provided no mechanical benefits past whatever was normal for the quality, that would be sweet.

    With a sweep of his hat,

    Paul

    #262607
    Anonymous
    Inactive

    One other thing I was thinking of was whether it might be possible to upgrade the quality of armor or at least some armors over time. Many armors as described have a wide variety of pieces associated with them that are independent but made to work as a whole. I could see parts replaced over time. It could even be an interesting story of the character scrimping and saving to get the money together to get more pieces from Master So and So for a truly magnificent set in the future. That could be a very personal story indeed.

    “See this bright and shiny new pauldron? THAT replaced one that took the blow of the Demon Prince himself, it did!”

    The most expensive weapon with the exception of a Kio sword and flintlocks is the Steel Whip at 75 Sc base. While expensive, an exceptional version of that could be purchased by existing characters if they saved. I also can’t think mechanically of a way to really upgrade a weapon very effectively without in most cases upgrading the whole thing.

    With a sweep of his hat,

    Paul

    #262608
    Anonymous
    Inactive

    The most expensive weapon with the exception of a Kio sword and flintlocks is the Steel Whip at 75 Sc base. While expensive, an exceptional version of that could be purchased by existing characters if they saved.
    Paul

    Can I pick a weapon or can I pick a weapon? \":)\" I don’t know if folks are running around with 37.5 gp or not. I know even if I’d not spent anything through my Tier 2.5 character, I would only have around 30gp total.

    John

    #262610
    Anonymous
    Inactive

    Towards the end of the last campaign, Elebac upgraded many weapons with a new hilt/pommel etc to Legendary from whatever the previous status was, so upgrading existing weapons is not entirely unreasonable (as long as they’re at least ‘good’ quality to start).

    #262615
    frootsnax
    Participant

    I am not convinced there has to be a slippery slope argument. To my knowledge no one here is/arguing in favor of more magical items being released into the game. What I hear, or maybe the parts I am listening too, are concerns about how stuff (magical items) gets released into the game.

    By my reckoning there are 5 modules in the campaign where you can walk away with a permanent magic item. In two of them you explore/loot an unknown ancient place … and in the other three you kill “people” and take their stuff. Two of these mods basically make sure everyone gets something. There was also the Vault special event which had a handful of magical items and access to limited runes.

    The opportunities, as intended, are rare. And people can miss stuff (by playing the wrong character, losing a roll off, not being able to make it to a special event … whatever). And its possible you’re playing an unusual concept and you’ll never see the cool item that would be your “signature item.”

    So for me the question is: are there other ways to distribute magic items through out the campaign?

    I don’t know that we need a Marketplace. Or Signature points. But I also don’t want rest on any laurels thinking that things are perfect as is. As far as stories go, “I found some ruins no one has ever heard of” or “I killed some people and took their stuff” is not necessarily great theater. Maybe we do want to consider

    It seems to me that there should be other models. One possibility is the “Elebac” model where over several encounters in mods the NPC makes you something. A varrient of this is what I call the “deep pockets” model where and organization (country, mother church, emerald society) ultimately reward’s you with something from their vaults.
    Both of these are maybe part of a bigger story. And maybe give some control of what gets produced to the player.

    Surely a bunch of creative people like us can think of other story driven ideas as well.

    #262620
    Anonymous
    Inactive

    I am beginning to agree with Henry’s reluctance to this idea. There is a lot of discussion of gaining access to things that don’t make sense.
    Weapons, Armor, Shields, Special Material. (I’m talking about building your own.)
    The old campaign was filled with certs that either granted you an item of your choice made from special material (Arms from Tir Betoq), or granted you access to special material and you paid for the item itself (Mithral Item from Solanos Mor, Favor from Colonel Ankim val’Abebi.) Every player at the table got one.
    The Crusade Arc has granted this type of reward 4 times, and I see no reason that this will stop. I have someone at the my table that gets excited every time the dwarves at in a module because she expects this type of reward. This reward was on both the CP and VCP for all 4 modules. RCP haven’t been created for any of these modules. SO that’s be something to clarify.
    For upgrades I can recall 4 certs that upgraded your items in the old campaign, 1 from the Sand Apophics, 1 from the Altharians, and 2 from Elebac and the last one from Elebac went right to the best you could have. Everyone who had the lower item got the higher, and the final Elebac upgrade went to everyone.
    This has been used by the staff before I don’t see why they won’t use it again. In their own time.

    So again I see no need to ask for making weapons, armors, shield or gaining access to special items. Or to upgrade items. We want them but we have to patient.

    There is no need to discuss runes because they can be bought, sold, and traded among your items. While they are magical they are not “magical items.” Any runes missed in modules can now be bought. While there are 2 types of runes that can’t be bought. They are also not showing up as loot in modules released to the public, so no one is getting them over others. We may want them now but we can wait until they are released.

    The real issue is magical items. PCI has created 2 book filled with these items FiM pg12-31 and FiM2 pg14-43. These can’t be bought, this are being released in modules, people are getting them over other people, and players have complained.
    We are not talking about handing them out in more modules. We are not talking about crafting new ones to better suit us. We are trying to find a way to distribute them so players can enjoy receiving them, but without just adding “Ye Olde Magic Shoppe.”
    I agree that purchasing them from a Marketplace is a bad idea.
    I think making them sell for 0Gc is a bad idea in the long run.
    I think this SP (or whatever) could still work if people are willing to let go of runes, weapons, armor, shields, and special materials.
    SamhainIA had a nice idea about using favors. Instead of a writer having to make magical items. They can include a favor from our patron. Of course it has to make sense, Like a favor from a Sanctorum Mage could give access to a Tier 1 Wand, or a favor from a church member could give access to any 1 Tier 1, or Tier 2 Elixer, Oil or Potion.
    I like favors that are used, I never enjoyed in the old campaign the ones that state “It may have future use” because it creates pages and pages of favors that people don’t use, and don’t cash in, because “just in case in comes back”. I like the new ones, you can use this favor for this or that. And besides everyone gets one.
    Tony said earlier that’s it’s easier to write more items in when you are dealing with certain situations like a lost fortress, or an enemy base, or a large group of powerful enemies.

    1 final reminder. We don’t need to make it complicated because the items already exist, the rewards are already distributed, we just need to meet in the middle. I just gave 5 examples; 1 Sanctorum Mage favor, 1 High ranking Priest favor, 1 Lost Fortress, 1 Enemy Base, and 1 large group of powerful enemies. That could take us through an entire Tier of magical items and then some. We got 4 modules in the Crusade Arc that granted magical items. 2 of them caused disagreements. If the numbers stayed the same 3-4 modules per Arc and we could find a solution, that’s more than the SP idea generated (1 item per Tier).

    #262621
    Anonymous
    Inactive

    I like favors that are used, I never enjoyed in the old campaign the ones that state “It may have future use” because it creates pages and pages of favors that people don’t use, and don’t cash in, because “just in case in comes back”. I like the new ones, you can use this favor for this or that. And besides everyone gets one.

    YES. This!

    #262622
    Anonymous
    Inactive

    I completely agree that favors without a use are frustrating. I would add useless fame is also frustrating. Sometimes it is unclear how broad Fame is (but that’s a separate issue from this discussion).

    Some of the newer favors are very useful (2Gc), some are very situational (get out of canceri jail), and others are of highly questionable value (treated fairly and in good favor by a particular family).

    As to non-magic items, as of yet, I don’t think there’s been any possibility to gain exceptional armor (other than buy it which is impossible for heavy or some medium armors). The non-buyable runs have been given out once (vault at ArcaniCon this year).

    #262625
    Anonymous
    Inactive

    Favors without use is precisely why, in the previous campaign, Sean and I put in the system that gave *every* favor a use. If players chose to hoard obscure favors… well, that is likely to continue regardless.

    The concept of stacking favors is also likely to continue.

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