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<blockquote data-quote="Emberashh" data-source="post: 9221549" data-attributes="member: 7040941"><p>Ah so in that case, closed. Materials would have specific instances where they could be used; ie, leather can be the sole material in a piece of armor but would be nonsensical as a weapon. </p><p></p><p>And as far as things not considered Materials, most of the time it will be things you could only get ahold of by virtue of the improv game. Common sand or dirt is something you could pick up, but it'd have no mechanical relevance to anything. You'd know these, because you wouldn't have to invoke any sort of mechanic to get a hold of them. </p><p></p><p>That being said, Materials is intended to be fairly comprehensive, if abstracted, as they'll be applied not just in personal items but vehicles, buildings, and, through resource nodes, as resources for Settlements and Domains to draw upon. </p><p></p><p>So while a lot of common things could be used as Materials, not every random thing is going to have an effect. There would also be scrap mechanics, which is what would be found much of the time when you're looting humanoid enemies. You could loot armor and possibly even weapons, but they'd mostly be crappy and/or already damaged to nearly breaking. Useful in a pinch, but normally a waste of inventory space. </p><p></p><p>But if collected in bulk, they can be scrapped and converted into their base Materials. This would be the basis of a number of basic quests and jobs one could do, and a fairly realistic one given that scavenging battlefields was a lucrative business once upon a time, and it makes all the mechanical sense to support it.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9221549, member: 7040941"] Ah so in that case, closed. Materials would have specific instances where they could be used; ie, leather can be the sole material in a piece of armor but would be nonsensical as a weapon. And as far as things not considered Materials, most of the time it will be things you could only get ahold of by virtue of the improv game. Common sand or dirt is something you could pick up, but it'd have no mechanical relevance to anything. You'd know these, because you wouldn't have to invoke any sort of mechanic to get a hold of them. That being said, Materials is intended to be fairly comprehensive, if abstracted, as they'll be applied not just in personal items but vehicles, buildings, and, through resource nodes, as resources for Settlements and Domains to draw upon. So while a lot of common things could be used as Materials, not every random thing is going to have an effect. There would also be scrap mechanics, which is what would be found much of the time when you're looting humanoid enemies. You could loot armor and possibly even weapons, but they'd mostly be crappy and/or already damaged to nearly breaking. Useful in a pinch, but normally a waste of inventory space. But if collected in bulk, they can be scrapped and converted into their base Materials. This would be the basis of a number of basic quests and jobs one could do, and a fairly realistic one given that scavenging battlefields was a lucrative business once upon a time, and it makes all the mechanical sense to support it. [/QUOTE]
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