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[RCFG] RCFG Ongoing Development!
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<blockquote data-quote="The_Warlock" data-source="post: 4541935" data-attributes="member: 21215"><p>Out of curiousity, what would your answers be to the questions of import:</p><p></p><p>What does it COST to make a magic item?</p><p></p><p>Time, Money, and Vital Essence (XP) are the three most common.</p><p></p><p></p><p>How powerful and complex are magic items?</p><p></p><p>The simpler the item, the easier the rules for the system, since the items are less likely to upset predefined balances in the abilities and numbers of the base system. The more complex and interwoven the possible powers of the items, the more likely you get either 1) a high chance of balance breaking items or 2) a creation system that imposes checks and balances - usually in the cost department - to limit creation of extreme items.</p><p></p><p></p><p>Here's what I did in mine:</p><p></p><p>(Edited to prevent thread derailment)</p><p></p><p>Maybe something like that will allow you to be more loose in your rule creation for your system.</p></blockquote><p></p>
[QUOTE="The_Warlock, post: 4541935, member: 21215"] Out of curiousity, what would your answers be to the questions of import: What does it COST to make a magic item? Time, Money, and Vital Essence (XP) are the three most common. How powerful and complex are magic items? The simpler the item, the easier the rules for the system, since the items are less likely to upset predefined balances in the abilities and numbers of the base system. The more complex and interwoven the possible powers of the items, the more likely you get either 1) a high chance of balance breaking items or 2) a creation system that imposes checks and balances - usually in the cost department - to limit creation of extreme items. Here's what I did in mine: (Edited to prevent thread derailment) Maybe something like that will allow you to be more loose in your rule creation for your system. [/QUOTE]
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