05-21-2011, 05:29 PM | #21 |
Join Date: Feb 2008
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Re: [Magic/DF] Powerstone or Power Item (Worldbuilding)
I now that discussion is close to its conclusion but I will add my little bit.
After doing something like 4-6 games in high fantasy setting I came to these conclusions. Energy reserve's items (a.k. gadgets) are sellable. There is a limit how much ER player character cloud have. And that is 80 ER. Why did I chose this? Simply powerstones require to much book keeping for my liking as GM. As for Power Items there great downside is the fact that they lack consistency with narrative gameworlds I am using. Otherwise the reacharge effect is good plus. Solution and world-wide effect There are rare cases of natural ER. In form of precious stones and occult items. These has small capacity, but you can carry lots of them. (1-2 ER diamonds etc.) The big capacity ER are ley lines they could offer well 80 ER storage. Why ER again? Well mages and spellcasters tend to have ER of there own. My usual maximum is 20 ER, characters are around 10. Both items and there personal advatage has same limitation so there is reduced need for book keeping. One use Reargents (extra energy from one use materials) These have also natural occurance. From common herbs and annimal organs. 1-2 energy. Again caster could carry and use any number of them. But since they are one use only (Sacrifice) and they cost cash mages usualy like to avoid there use. If you care about how he uses them. Its true that to carry them in pouch is very common. If you want you can add Fast-drow (Sacrifice) skill. But from my experience its not nessesary. Now artificaly made ER and One use Sacrifice Yes it is possible. There are specialist who earn living by this. As long as Playercharacters goes, they could be prohibited to create new. (Dungeon Fantasy style) Or GM could be generous and allow them to create newones. One way or other is should be relatively hard task to do. Taking at least one hour per attempt. In case of pernament ER it should require some cash or ever something like 10-24 hours of work. And of course there separate skill at best. Because PC mage should invest in it. IQ/VH sounds about right. But I will try IQ+Magery/A for Souraging Natural ones, and IQ/H for making completly new ones. Totaling in 3 skill. One for seach, two for making new ones. Sorry for this large post.
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
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dungeon fantasy, magic items |
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