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<blockquote data-quote="Li Shenron" data-source="post: 2831200" data-attributes="member: 1465"><p>Yes I agree, but the whole idea ends up being like this: we're giving you an item more powerful than you should have, but we ask you a higher price (the penalties).</p><p></p><p>Then the key point is how do you design that price? Penalties should not be to something that the character may manage to ignore, they should concretely come into place. This means that they can be either (a) penalties to general things [ST, HP, Init and a few more, which you cannot choose not to use/roll] or otherwise (b) penalties to very related things [a melee weapon may give both bonuses and penalties to fighting in melee].</p><p></p><p>So far WoL seems to go in the right direction, but then ultimately I don't understand why would I want an item that gives me a bonus to hit and a penalty to hit at the same time? You can argue that it isn't exactly the same (there's DR for example), but still with the attack penalty it feels like "we're giving you a bonus in exchange... for you to give it back"! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Maybe the real question is: why should a character be allowed to have an item more powerful than she should ever have?</p><p>In fact the book starts by giving you the item, but immediately tries to put balance back. You can see this system as one more option, as soon as the balance is quite fine (which I think it probably is) there's no reason to say that the system shouldn't be there, but also for me there is no reason to use it either...</p><p></p><p>Actually, there would a reason: I wanted items to grow with the character so that the PC would rely less on buy-sell practices. The reason why WoL doesn't satisfy me is that in order to get this benefit, I must take the other idea (the penalties) into use as well even if I don't want. That is really my only problem with it, ultimately.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2831200, member: 1465"] Yes I agree, but the whole idea ends up being like this: we're giving you an item more powerful than you should have, but we ask you a higher price (the penalties). Then the key point is how do you design that price? Penalties should not be to something that the character may manage to ignore, they should concretely come into place. This means that they can be either (a) penalties to general things [ST, HP, Init and a few more, which you cannot choose not to use/roll] or otherwise (b) penalties to very related things [a melee weapon may give both bonuses and penalties to fighting in melee]. So far WoL seems to go in the right direction, but then ultimately I don't understand why would I want an item that gives me a bonus to hit and a penalty to hit at the same time? You can argue that it isn't exactly the same (there's DR for example), but still with the attack penalty it feels like "we're giving you a bonus in exchange... for you to give it back"! :D Maybe the real question is: why should a character be allowed to have an item more powerful than she should ever have? In fact the book starts by giving you the item, but immediately tries to put balance back. You can see this system as one more option, as soon as the balance is quite fine (which I think it probably is) there's no reason to say that the system shouldn't be there, but also for me there is no reason to use it either... Actually, there would a reason: I wanted items to grow with the character so that the PC would rely less on buy-sell practices. The reason why WoL doesn't satisfy me is that in order to get this benefit, I must take the other idea (the penalties) into use as well even if I don't want. That is really my only problem with it, ultimately. [/QUOTE]
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