Last visit was: It is currently Mon Oct 13, 2025 12:40 pm


All times are UTC - 5 hours




Post new topic Reply to topic  [ 135 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10, 11, 12 ... 14  Next
Author Message
 Post subject: Re: Loot availability/distribution in adventures
PostPosted: Tue May 27, 2014 12:42 pm 

Joined: Sat Oct 05, 2013 12:46 pm
Posts: 1353
PCIHenry wrote:
<snip>
I also like the idea of allowing Heroes to buid their own weapon/item/whatever. Now, I'm just thinking outloud here, but maybe we could assign a point value to an item, rather than gold and allow those items to be "turned in" for something that the player truly wished to have.
<snip>
I'm sure there are other issues, but the idea has merit. Now its just a matter of seeing if we're smart enough to come up with an equitable way of doing it.


Given Henry's invitation, let me throw out at least one starting point for a possible system. My thinking is agree on the principles first and then the prices later.

Character Signature Points

Methods to Earn
1 per Chronicle Page. Conveniently we have a space to track them as we don’t track Fate Points any more.
Rationale: This encourages and rewards players for every mod played. This covers both 1st time and replay. Arguably set a base number of points for a 1.5 Cert though lower than the 25 Arc 1 mods that are available.

In place of items found. This would be special items. Not all items would have this. A character that takes an item either for use or sale does not get the associated Signature Points.
Rationale: This ensures everyone gets some benefit even when there are limited item options. It also means that for things that are easily bought – weapons and runes for example, some armor, it’s all money and shouldn’t go above and beyond the base price.

Items found have a Signature Point cost to take as part of the mod rewards.
Rationale: If you’re taking an item there should be an opportunity cost in buying other signature items if one of the goals is to keep rough parity between characters. This doesn’t mean that the item should necessarily be the full cost, but something. Say a Gauntlet of Immaculate Defense is found and the Signature Point cost of it is 10 if bought using SP, then perhaps it costs 5 SP to take it as their share. Half may not be the right balance point, but it lessens the incentive to grab it if it’s not as appropriate as it means setting backing buying something that is. It should also discourage the kinds of manipulating the system that some folks are doing to get the rewards they want.
Edit: Add: Players with insufficient points may go into a hole with GM approval. This way a new character who hasn't played any or many mods yet doesn't miss out on something that works for their character.

What you can “Buy”
Tier Appropriate Gear - These are items from an approved list for a set cost for each item. Pricing should be done based on relative rarity of the item from a story perspective and usefulness.

Special Flavor – a defined set of history related to these particular items. Examples could include things such as 1st Imperium, Auxunite, Kio or other campaign approved plans. This list is there as hooks for future stories in one form or fashion that the authors can build around. This can help the player who buys it more of a sense of being integrated into the broader world. Consider getting an item once owned or wielded by the Sorcerers who protected the Imperator of the 1st Imperium… perhaps only to discover that the item is valued and actively sought by the Mourners given its ties to the Eryunellians.

Special Materials – this could include fervidite, sarishan steel or whatever. There may be limits on what these get combined with or a higher cost for odd combinations. For example, there was speculation that it was possible to have a Sharishan Steel Kio Sword. Only Henry probably knows if this is even possible, if it is perhaps there’s a cost and it’s allowed, perhaps not.

Item Quality – price to be able to make an item Fine or Exceptional. Legendary obviously would need to be approved and maybe needs to be worked with the campaign staff to determine an appropriate history.

Item Flaws – Part of what makes some items more personal and memorable are the impact they have on the character. These could provide a modest cost break and may be dependent on what Archetype you are. An envious sword is going to have less of an impact on a caster than on a martial character for example.

With a sweep of his hat,

Paul


Last edited by Hat on Tue May 27, 2014 1:11 pm, edited 1 time in total.

Top
Offline Profile  
 
 Post subject: Re: Loot availability/distribution in adventures
PostPosted: Tue May 27, 2014 1:05 pm 
User avatar

Joined: Fri Sep 27, 2013 7:33 am
Posts: 264
Location: Toronto, Ontario
... damn. I like this idea.

Additionally, it might allow us as campaign staff to do cool tailored items for people who collect enough signature points, in lieu of claiming any random cool items we may create for individual modules.

_________________
Tony Nijssen
Causer of Chaos. Nobody Important.


Top
Offline Profile  
 
 Post subject: Re: Loot availability/distribution in adventures
PostPosted: Tue May 27, 2014 1:13 pm 

Joined: Sat Oct 05, 2013 12:46 pm
Posts: 1353
I added one additional clarification to my original suggestion. It's included in green above. It's:

Edit: Add: Players with insufficient points may go into a hole with GM approval. This way a new character who hasn't played any or many mods yet doesn't miss out on something that works for their character.

I felt this needed to be added so there was flexibility on a case by case basis and especially so new players that we'd encourage to play, don't loose out or get turned off.

With a sweep of his hat,

Paul


Top
Offline Profile  
 
 Post subject: Re: Loot availability/distribution in adventures
PostPosted: Tue May 27, 2014 1:17 pm 

Joined: Sun Sep 29, 2013 4:12 pm
Posts: 1037
Thinking more about it, I think my issue with replay not getting anything but gold and xp is due to story - it just doesn't make sense...

"I went through the vault of blah, killed tons of enemies, looted the tombs, and brought out a trove of rare items but I couldn't keep any of it and the lord wouldn't grant me his favor because someone I don't even know [other character] did something very similar"

The limitations on the replay cert (usually only gold and xp) detract from the story of the character by making it illogical.

That said, there may very well be good mechanical reasons for the limitation (such as the example of someone taking an alt through just to get an item that their primary missed and then trading it to their primary).

Thoughts?

_________________
Steve Wilcoxon
Ss'kethis - Expert Holy Champion of the Fire Dragon 3.1
G'hyu'thyh Sungha - Martial Templar of Illiir 1.7
Eryk Bauer - Martial Awakened 1.2


Top
Offline Profile  
 
 Post subject: Re: Loot availability/distribution in adventures
PostPosted: Tue May 27, 2014 1:22 pm 

Joined: Tue Dec 17, 2013 9:19 am
Posts: 147
I don't particularly see a problem with Replays getting Signature Points using this model, given that any items "purchased" with the points are only available on the replay character.

_________________
Paul Baughman (no hat)
Belthazor Nádasdy val'Mehen of Nishanpur, Bearer of "False Yet True", Noble Born Sorcerer-Priest of Sarish, val'Mehan Emissary


Top
Offline Profile  
 
 Post subject: Re: Loot availability/distribution in adventures
PostPosted: Tue May 27, 2014 1:34 pm 

Joined: Fri Sep 27, 2013 12:08 am
Posts: 1473
Hello Paul,

Interesting proposal and something I'm sure the Staff and I will discuss, but the following:

Hat wrote:
Special Flavor – a defined set of history related to these particular items. Examples could include things such as 1st Imperium, Auxunite, Kio or other campaign approved plans. This list is there as hooks for future stories in one form or fashion that the authors can build around. This can help the player who buys it more of a sense of being integrated into the broader world. Consider getting an item once owned or wielded by the Sorcerers who protected the Imperator of the 1st Imperium… perhaps only to discover that the item is valued and actively sought by the Mourners given its ties to the Eryunellians.


is not something I am comfortable with.

If the idea is that you're trading in items and resources to have something made for you, then, by definition, it can't have a backstory like the ones you list above.

I would much rather have those special flavor items be ones that are found during play, not something purchased.

_________________
Best,

Henry Lopez
President
PCI


Top
Offline Profile  
 
 Post subject: Re: Loot availability/distribution in adventures
PostPosted: Tue May 27, 2014 1:44 pm 

Joined: Sat Oct 05, 2013 12:46 pm
Posts: 1353
PCIHenry wrote:
Hello Paul,

Interesting proposal and something I'm sure the Staff and I will discuss, but the following:

Hat wrote:
Special Flavor


is not something I am comfortable with.

If the idea is that you're trading in items and resources to have something made for you, then, by definition, it can't have a backstory like the ones you list above.

I would much rather have those special flavor items be ones that are found during play, not something purchased.


My thought was that the signature points represented acquiring the item, not necessarily commissioning it. With that in mind the item could have been acquired from a collector or in some way spelled out by the special flavor. My intent was that the options for that were completely controlled by you and the campaign staff, not open to player definitions. It became an extra tool in your storytelling box, perhaps to even set up hooks for stories you or the other authors hadn't started to tell. That said, I can certainly understand not wanting to take the spotlight off of items discovered within the stories. If it's better not to offer that, or only offer it within the context of specific mods or events, that's fine.

As I mentioned, I figured what I put out there would simply be the start of any discussion. I would have been shocked if it had been adapted whole cloth.

With a sweep of his hat,

Paul


Top
Offline Profile  
 
 Post subject: Re: Loot availability/distribution in adventures
PostPosted: Tue May 27, 2014 1:50 pm 
User avatar

Joined: Wed Oct 23, 2013 11:34 am
Posts: 960
Location: Southwestern Ohio
I agree with Henry on this one. The story of something you have made or purchased starts at that point. I mean I think it's much cooler if Haakon say punches the undead thing in in the face with the quarterstaff I had crafted and the legend starts there. In other words build your own backstory in play. I'm saying this a bit badly but hopefully people with understand where I'm coming from. To be honest for the most part my favorite items from the old campaign were the ones I had crafted either by my characters or had commissioned in a marketplace. Although to be totally honest I still wish Guthrum could have passed Margraf val'Tensens Legacy to his daughter. That was one cool hammer. :) But she's go a Heirloom Weapon (Vatersgeshenck) so it's all good. :)

_________________
Michael T. Hebert

Haakon val'Ishi, Beltinian Exorcist 2.7 [Divine]
Ursula val'Holryn, Grand Master of the Tralian Hammer 2.2 [Martial]
Arun of Tultipet, Holy Champion of Neroth 1.10 [Expert]
Rikitsa val'Holryn, Psion 1.9 [Arcane]


Top
Offline Profile  
 
 Post subject: Re: Loot availability/distribution in adventures
PostPosted: Tue May 27, 2014 2:14 pm 

Joined: Sun Sep 29, 2013 4:12 pm
Posts: 1037
I like the idea of the Signature Point system presented by Hat. After thinking about it briefly, it seems to strike the right balance to not throw tons of items into the game and also not have people feel like they never gain anything that can't be purchased.

Hopefully we'll see something like this in an upcoming campaign guide.

_________________
Steve Wilcoxon
Ss'kethis - Expert Holy Champion of the Fire Dragon 3.1
G'hyu'thyh Sungha - Martial Templar of Illiir 1.7
Eryk Bauer - Martial Awakened 1.2


Top
Offline Profile  
 
 Post subject: Re: Loot availability/distribution in adventures
PostPosted: Tue May 27, 2014 2:25 pm 
User avatar

Joined: Fri Sep 27, 2013 7:33 am
Posts: 264
Location: Toronto, Ontario
This will very likely be discussed at Origins. I'm aiming to step back more fully into campaign stuff after Origins, and one of the first thing on the to-do list is an updated Campaign Guide.

_________________
Tony Nijssen
Causer of Chaos. Nobody Important.


Top
Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 135 posts ]  Moderators: james.zwiers, PCI Eric, PCI_StatMonkey Go to page Previous  1 ... 6, 7, 8, 9, 10, 11, 12 ... 14  Next

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 8 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Theme created StylerBB.net & kodeki