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General Tabletop Discussion
D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="MoutonRustique" data-source="post: 7527463" data-attributes="member: 22362"><p>And now I have so many random ideas based on this :</p><p></p><p>Artificiers get to have 6 activations per shard.</p><p></p><p>You can use shards as residuum.</p><p></p><p>You can use shards that are currently embedded as residuum for (fraction) their value, <em>and</em> it breaks the item it's currently bound to.</p><p></p><p>When you use a shard as residuum (or "disenchant it" to residuum), the amount it provides is, of course, proportional to it's remaining "charges".</p><p></p><p>Not sure if I want shards to be able to be transformed <em>into</em> residuum, or only be able to be used <em>as</em> residuum.</p><p></p><p>Perhaps it <em>can</em> be transformed into residuum, but only for (fraction) the amount that it would be able to <em>used</em> as. (Ouch... that sentence hurts...)</p><p></p><p>Poorly made (cheaper) items have fewer activations per shard (While this can pose some problems with the above ideas, I feel it's a more interesting approach than the multiple "charges" required approach - which only allows for 2 uses or 3 uses...)</p><p></p><p>Plot-device items can also offer fewer activations, and / or require multiple shards for a single one.</p><p></p><p>While the temptation is fierce, I feel it important to avoid the idea of minor items having more activations... but the temptation is <em>sooo STRONG!</em> Arrrghhggg! ... I probably won't make it...</p><p></p><p>... ok, so the ideas were pretty narrow in scope in the end <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7527463, member: 22362"] And now I have so many random ideas based on this : Artificiers get to have 6 activations per shard. You can use shards as residuum. You can use shards that are currently embedded as residuum for (fraction) their value, [I]and[/I] it breaks the item it's currently bound to. When you use a shard as residuum (or "disenchant it" to residuum), the amount it provides is, of course, proportional to it's remaining "charges". Not sure if I want shards to be able to be transformed [I]into[/I] residuum, or only be able to be used [I]as[/I] residuum. Perhaps it [I]can[/I] be transformed into residuum, but only for (fraction) the amount that it would be able to [I]used[/I] as. (Ouch... that sentence hurts...) Poorly made (cheaper) items have fewer activations per shard (While this can pose some problems with the above ideas, I feel it's a more interesting approach than the multiple "charges" required approach - which only allows for 2 uses or 3 uses...) Plot-device items can also offer fewer activations, and / or require multiple shards for a single one. While the temptation is fierce, I feel it important to avoid the idea of minor items having more activations... but the temptation is [I]sooo STRONG![/I] Arrrghhggg! ... I probably won't make it... ... ok, so the ideas were pretty narrow in scope in the end ;) [/QUOTE]
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