Re: Level restrictions on items An idea came to me the other day. I hit my head just before it happened, and I had been drinking for a whole while longer before that.
Regardless. I want to make a simple suggestion.
Consistency is something that can't really be said about the current level requirements. Furthermore the subject of the magnetic level-requirement voodoo that keeps a level six from having his Vorpal Sword of Slaying really just doesn't make sense in many aspects. I believe that any item should be able to be equipped any time, any where. Restrictions are something that we, as players, should really discuss and get into detail with. These are the systems that are going to define the MMO and how it is enjoyed. I believe in simplicity over anything else, and the use of simple and understandable math in calculations in videogames. A nine year old should be able to figure it out.
Because there will be a move to skills, and I am uncertain even if levels are a factor, I suggest (now at least. look more at the idea instead. not sure how levels work in the MMO) that all items be given a "skill value" based upon what the item is capable of. For example: The Sword of Sparks deals four electrical damage to an enemy upon a successful hit. Let's say that the four damage adds four ranks to the item's "skill value".
As I currently only have one skill rank in Swords, there is a 75% difference in item's "skill level" and my own. With the penalty applied the sword will only be able to deal one of the four possible damage. I'll explain a bit more below.
In order to use the item to it's full effect, your skill must be equal or greater to the "skill value". The percentage of difference between the skill level and the "skill value" of the item can be obtained by dividing the skill by the "skill value". A penalty of the percentage of difference in your skill required to use the item subtracted from the "skill value" of the item can be applied to prevent lower-level characters from tipping the scales against people who currently do not have super equipment. The difference that is made by having the good gear is much lower as they are low in skills.
From a standpoint of balance this makes the whole scenario easier to control. Expensive loot will tip the scales a lot less, and require less DM item tracking and inventory scans. Characters who do not fulfill the skill requirements will be able to equip and use the item, but only at a proportion of it's actual effects.
Good idea? Bad idea? Discuss!
(but only discuss the good things!) |