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New article Design and Development Article on Magic Item Slots
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<blockquote data-quote="Aristotle" data-source="post: 4011066" data-attributes="member: 5885"><p>I've not read every post, so forgive me if I'm echoing what has already been said. I'll have more time to read previous posts later today. My gut reaction was that the christmas tree was alive and well but, if the listed items are the sum total of the character's magic items minus consumables, I think it's a pretty reasonable list for 11 levels of game-play. My other thoughts...</p><p></p><p><strong>On weapons and armor</strong></p><p>+X weapons and armor may be iconic, but they are generic and dull. I was really hoping to see them implement something similar to SW:SAGA with character level generating the extra damage that plusses used to. That system could be tweaked to provide a bonus to armor (instead of an alternative to armor, since armor makes sense in fantasy) as well. Maybe I can come up with a good house rule for these, but I was really hoping to see them made core.</p><p></p><p>Don't get me wrong. I want magic arms and armor. I'm all for enchantments that add damage, radiate light, cause more frequent or larger crits, and so on... I was hoping to get rid of the generic, and make the magic mean something more than just a number.</p><p></p><p>SW:SAGA also uses level based bonuses to Defenses. That could be used, allowing the 3rd slot to be revamped as well, and making ALL slots optional.</p><p></p><p></p><p><strong>On Potions</strong></p><p>I like potions and scrolls. Consumable magic items are fun. I get that stats boosts are gone, but I'm not sure if I like the idea of potions/oils and scrolls being boiled down to healing and restorative capabilities. maybe it makes sense from an alchemical stand point... I'd be okay if scrolls go away, but I think there are enough other uses for potions that they could keep their status as temporary enchantments.</p><p></p><p></p><p><strong>On Rings</strong></p><p>Getting rid of a level requirement on rings isn't much use if all of the rings presented are too powerful to consider giving a character of lesser level. I bet the ability of the rings will warrant them being rarer and not getting into character's hands until some point past 10th level. I *might* get rid of the second ring slot completely, and thus the second level requirement, to further diminish the christmas tree.</p></blockquote><p></p>
[QUOTE="Aristotle, post: 4011066, member: 5885"] I've not read every post, so forgive me if I'm echoing what has already been said. I'll have more time to read previous posts later today. My gut reaction was that the christmas tree was alive and well but, if the listed items are the sum total of the character's magic items minus consumables, I think it's a pretty reasonable list for 11 levels of game-play. My other thoughts... [B]On weapons and armor[/B] +X weapons and armor may be iconic, but they are generic and dull. I was really hoping to see them implement something similar to SW:SAGA with character level generating the extra damage that plusses used to. That system could be tweaked to provide a bonus to armor (instead of an alternative to armor, since armor makes sense in fantasy) as well. Maybe I can come up with a good house rule for these, but I was really hoping to see them made core. Don't get me wrong. I want magic arms and armor. I'm all for enchantments that add damage, radiate light, cause more frequent or larger crits, and so on... I was hoping to get rid of the generic, and make the magic mean something more than just a number. SW:SAGA also uses level based bonuses to Defenses. That could be used, allowing the 3rd slot to be revamped as well, and making ALL slots optional. [b]On Potions[/b] I like potions and scrolls. Consumable magic items are fun. I get that stats boosts are gone, but I'm not sure if I like the idea of potions/oils and scrolls being boiled down to healing and restorative capabilities. maybe it makes sense from an alchemical stand point... I'd be okay if scrolls go away, but I think there are enough other uses for potions that they could keep their status as temporary enchantments. [b]On Rings[/b] Getting rid of a level requirement on rings isn't much use if all of the rings presented are too powerful to consider giving a character of lesser level. I bet the ability of the rings will warrant them being rarer and not getting into character's hands until some point past 10th level. I *might* get rid of the second ring slot completely, and thus the second level requirement, to further diminish the christmas tree. [/QUOTE]
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