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<blockquote data-quote="Emberashh" data-source="post: 9223333" data-attributes="member: 7040941"><p>Something occurs to me that I feel tends to be lost when I talk about my game is that theres a lot of nuance to how its being designed. This is something a work friend led me to after talking about what I was doing.</p><p></p><p>For example, the subject of this topic is Crafting, and a touchy subject tends to be that of Durability. As described, I think many might not actually realize just how far the game goes towards this being non-abrasive, and while it is mostly my fault for not highlighting this, at the same time, its just a big game, and every part it is interwoven into everything else.</p><p></p><p>The main thing about Durability that I think I neglected to highlight is that equipment only makes up for part of your overall "power". For weapons and armor, you'll only have up to 3 dice per item as part of its dice pool, and of course the Durability modifier itself. That by itself provides a pretty significant barrier where the difference between optimal, effective, and unviable are a lot less stark.</p><p></p><p>But what I neglect to mention is that you'll also be getting up to 2 Dice from your Class, as well as an additional Die from your Talents(Attributes), which will equalize to the largest die size your item has, and which are entirely unaffected by Durability.</p><p></p><p>So even if you take your Maul down to its lowest end, 1d4, you could still be throwing 3d12+1d4 per Attack. Thats not insignificant at all in a system where the maximum HP is going to be less than 200, and where the average mob would have less than 100. Thats another thing that I neglected to highlight.</p><p></p><p>No doubt some would still have a pretty vitriolic reaction just because its Durability, but even so, these nuances make quite a difference, at least imo, speaking as someone who would be super into conventional takes on Durability.</p><p></p><p>Edit: I also had a good idea as far as preventing people just destroying their stuff deliberately to skip the intended gameplay. The idea here would be that you <em>can</em> do this, but it takes Skill to do so without inadvertently destroying your item. </p><p></p><p>So you <em>could</em> just bash it on a rock, but the chances of that succeeding in a way that doesn't just destroy the item would be quite low; you're most likely going to break it so badly it needs to be remade entirely, effectively destroying it and as a consequence wiping out any capabilities you may have accumulated on it.</p><p></p><p>Whereas with a high skill, you could deliberately and cleanly introduce a break to allow you to incorporate new materials into the item, and this would likely just be the first step in a deliberate reforge for those at that Skill level, whereas in all other cases you'd be starting with your broken item.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9223333, member: 7040941"] Something occurs to me that I feel tends to be lost when I talk about my game is that theres a lot of nuance to how its being designed. This is something a work friend led me to after talking about what I was doing. For example, the subject of this topic is Crafting, and a touchy subject tends to be that of Durability. As described, I think many might not actually realize just how far the game goes towards this being non-abrasive, and while it is mostly my fault for not highlighting this, at the same time, its just a big game, and every part it is interwoven into everything else. The main thing about Durability that I think I neglected to highlight is that equipment only makes up for part of your overall "power". For weapons and armor, you'll only have up to 3 dice per item as part of its dice pool, and of course the Durability modifier itself. That by itself provides a pretty significant barrier where the difference between optimal, effective, and unviable are a lot less stark. But what I neglect to mention is that you'll also be getting up to 2 Dice from your Class, as well as an additional Die from your Talents(Attributes), which will equalize to the largest die size your item has, and which are entirely unaffected by Durability. So even if you take your Maul down to its lowest end, 1d4, you could still be throwing 3d12+1d4 per Attack. Thats not insignificant at all in a system where the maximum HP is going to be less than 200, and where the average mob would have less than 100. Thats another thing that I neglected to highlight. No doubt some would still have a pretty vitriolic reaction just because its Durability, but even so, these nuances make quite a difference, at least imo, speaking as someone who would be super into conventional takes on Durability. Edit: I also had a good idea as far as preventing people just destroying their stuff deliberately to skip the intended gameplay. The idea here would be that you [I]can[/I] do this, but it takes Skill to do so without inadvertently destroying your item. So you [I]could[/I] just bash it on a rock, but the chances of that succeeding in a way that doesn't just destroy the item would be quite low; you're most likely going to break it so badly it needs to be remade entirely, effectively destroying it and as a consequence wiping out any capabilities you may have accumulated on it. Whereas with a high skill, you could deliberately and cleanly introduce a break to allow you to incorporate new materials into the item, and this would likely just be the first step in a deliberate reforge for those at that Skill level, whereas in all other cases you'd be starting with your broken item. [/QUOTE]
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