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<blockquote data-quote="fissionessence" data-source="post: 4737749" data-attributes="member: 63357"><p>I have considered this, and I think it's an awesome idea, but the trouble I had is: where/how do the PCs find these different set items? Are they 'world drops'? Then you'd need an explanation for how they got there. Do the PCs craft the items? Then what's the point if they can essentially 'create' their own set bonuses? </p><p></p><p>The 'world drop' idea would allow a set to be integral to the storyline, but what about a magic item set that <em>wasn't necessarily related</em> to the storyline? </p><p></p><p>The best idea I had is that they are crafted, but you need specific pieces, like from a thread a while ago about magic items that didn't do anything, but served as plot points and worked as residuum (I forgot who the OP was, and what he called these items <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />). Anyway, from chronoplasm's example above, you could defeat a carrion crawler and scavenge it for the parts you needed to make <em>monstrous slippers of a carrion crawler</em>. To create more items from the set, they would need to collect the parts from the other monsters. The problem then is preventing the players from going off-track looking for the pieces they need for the next set item. You could make some items purchasable in a 'market place', but not all of them, so that they stil lhad to do some collecting (hopefully as part of the dungeon/story that you've prepared!) In a sandbox-style game, it would actually be awesome for the players to go off on an expedition specifically for something like this.</p><p></p><p>I'm going to stop typing now.</p><p></p><p>~ fissionessence</p></blockquote><p></p>
[QUOTE="fissionessence, post: 4737749, member: 63357"] I have considered this, and I think it's an awesome idea, but the trouble I had is: where/how do the PCs find these different set items? Are they 'world drops'? Then you'd need an explanation for how they got there. Do the PCs craft the items? Then what's the point if they can essentially 'create' their own set bonuses? The 'world drop' idea would allow a set to be integral to the storyline, but what about a magic item set that [I]wasn't necessarily related[/I] to the storyline? The best idea I had is that they are crafted, but you need specific pieces, like from a thread a while ago about magic items that didn't do anything, but served as plot points and worked as residuum (I forgot who the OP was, and what he called these items :(). Anyway, from chronoplasm's example above, you could defeat a carrion crawler and scavenge it for the parts you needed to make [I]monstrous slippers of a carrion crawler[/I]. To create more items from the set, they would need to collect the parts from the other monsters. The problem then is preventing the players from going off-track looking for the pieces they need for the next set item. You could make some items purchasable in a 'market place', but not all of them, so that they stil lhad to do some collecting (hopefully as part of the dungeon/story that you've prepared!) In a sandbox-style game, it would actually be awesome for the players to go off on an expedition specifically for something like this. I'm going to stop typing now. ~ fissionessence [/QUOTE]
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