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<blockquote data-quote="Dog Moon" data-source="post: 3017492" data-attributes="member: 23023"><p>Hrm. I was trying to stay away from the idea of having items increase stats or replicate what stats do so closely as to almost be like stats. They would be treated similarly. Wizards always go for the Headband of Int, for example. If I created an item that acted as increasing Int without actually increasing the stat, Wizards would simply always choose that item instead.</p><p></p><p>As for gaining it on missions, perhaps I could, but I'm not entirely sure I like that. [Not necessarily a bad idea, but that just kinda rubs me wrong]. As you said, it would be like buying that item, which...I kind of want to get over that entire feel. It's the same thing with my giving a feat at every level. I want to growth to be of a more personal sort, the focus to be a little more on the character, as opposed to more on what items he/she has. Treating stats as rewards gives them a feeling that stats are treasures and by doing that, I might as well go back to the items/spells that increase your stats.</p><p></p><p>Perhaps 'counter' wasn't quite the word I was looking for. More appropriately would be 'And how do I make up for their loss in a game that almost seems to depend on them?' My answer would be by increasing the natural ability of the characters through this method.</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 3017492, member: 23023"] Hrm. I was trying to stay away from the idea of having items increase stats or replicate what stats do so closely as to almost be like stats. They would be treated similarly. Wizards always go for the Headband of Int, for example. If I created an item that acted as increasing Int without actually increasing the stat, Wizards would simply always choose that item instead. As for gaining it on missions, perhaps I could, but I'm not entirely sure I like that. [Not necessarily a bad idea, but that just kinda rubs me wrong]. As you said, it would be like buying that item, which...I kind of want to get over that entire feel. It's the same thing with my giving a feat at every level. I want to growth to be of a more personal sort, the focus to be a little more on the character, as opposed to more on what items he/she has. Treating stats as rewards gives them a feeling that stats are treasures and by doing that, I might as well go back to the items/spells that increase your stats. Perhaps 'counter' wasn't quite the word I was looking for. More appropriately would be 'And how do I make up for their loss in a game that almost seems to depend on them?' My answer would be by increasing the natural ability of the characters through this method. [/QUOTE]
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