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Old 04-23-08, 09:02 AM #14
Eight-Bit
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Default Re: Level restrictions on items

Quote:
Originally Posted by Faldred View Post
@Eight-Bit

I was thinking along the same lines, though maybe less mathematical. I've done some d20-based homebrewing, and one of the items was a series of artifact swords that essentially grow in power with the wielder -- as its owner becomes more powerful, the weapon gives greater benefits.

A similar concept applied to equipment across the board could be an interesting break from the gear-dependency of the D&D system -- giving the UBER-SWORD OF DOOM! to a low-level character isn't as game breaking if he's only powerful enough to maybe get a small bonus to hit or to damage, though as he gains power (through whatever experience system is being used), he can unlock and access more of the sword's abilities -- allowing the owner some level of choice as to what to unlock when would lead to more variety.

A side benefit would be the RP value of allowing characters to hold onto cherished equipment longer, if it "grows" with them. The downside is the crafting economy issue -- this might lead to a hybrid system where the base item has a series of unlockable properties, but can also be enhanced by coatings/crystals/whatever, but those types of enhancements could likewise have their own power progression.
Yea, we're pretty much on the same level except you have a branching ability tree and mine is mathematical. (Kind of...) I like the simplicity of my idea, as it will remain consistent regardless of "level" and is focused entirely on skill. Both are good.
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