|
Post by sparkusclark on Nov 16, 2016 6:42:11 GMT
Hey all,
I have some ideas for items, but I want to have them have extra abilities, things that are unlocked by the players. So I'm pitching out a few ideas of how a level unlock system might work for a magical item:
- XP gained while using the item adds up. Example: player gains 354xp and the item also 'gains' 354xp which bumps it past the 12k total amount needed to unlock its next ability.
- Specific Events. Example: much like Tony protecting Pepper in Iron Man 3, you send your magical armor flying off of you and onto a near-death ally. Could also be that the character proves themselves a capable leader/horrible murderer or even sets themselves to defend against insurmountable odds finds that their action grants a new use from their item.
- Using certain abilities a specific number of times. Example: using the Ring of Argonicus' Invisibility ability 45 times unlocks its Misty Step ability.
- And, of course, Quest-based unlocks. Example: "you must carry the shield to the Pool of Many Tears during the eve of the ninth full moon and bathe it in the water therein."
There are pro's and con's to each of these, and that's not even counting being able to mix and match together, but I'm looking for everyone's take and ideas on this.
-Cheers
|
|
|
Post by lasersniper on Nov 16, 2016 16:07:53 GMT
The xp option would work well with my current group. Just because xp is so ingrained already in our dynamic. Though I do really like the idea of some quest based unlocks. The x # used system seems kinda clunky and tedious IMO, though I guess it could serve the same function as the xp based system if the group does not lvl via xp. Kinda a way to show you getting better with practice.
|
|
|
Post by dmxtrordinari on Nov 19, 2016 16:12:25 GMT
I think all of those are great ideas. I like the leveling system personally since it means I don't have to keep track of anything separate, I would just level up the item whenever the PC levels up.
|
|
|
Post by sparkusclark on Nov 20, 2016 5:33:54 GMT
I also tweeted a question to the DM who inspired the idea and he said pretty much the same as you guys:
|
|
|
Post by donosaur on Dec 29, 2016 16:11:56 GMT
I have done this but with sets of items, most notably the glass items I spun out of the glass staff in LMoP. You could use the Gauntlets of Ogre Strength, Belt of Giant Strength, and whatever the hammer is that goes with them from the DMG as an example as well. Currently one of my players has a shortsword that is obviously part of a set; it's a +1 right now, but will become a +2 along with its partner once they're reunited. Lastly, I know my paladin wants a holy avenger (well, they don't know it's called that, they just want a big fancy sword), so I think I may give them a weakened or incomplete version of one and let them quest to restore it. It's be like the Legend of Zelda games where you have to power up the Master Sword to its full strength. Considering that they also have access to the Forge of Spells from LMoP, it follows that they may decide to upgrade or create a few magic items in the future.
|
|
|
Post by frohtastic on Dec 31, 2016 8:01:21 GMT
The xp option would work well with my current group. Just because xp is so ingrained already in our dynamic. Though I do really like the idea of some quest based unlocks. The x # used system seems kinda clunky and tedious IMO, though I guess it could serve the same function as the xp based system if the group does not lvl via xp. Kinda a way to show you getting better with practice. Thing is you could "easily" combine the two. Like have tiers of abilities and to unlock more you have to prove yourself worthy of the equipment in various ways, aka quests.
|
|