The setting is vague at this point. Sort of the "points of light" thing seen in DD&D 4th, I think. Anyway, the assumption is that "adventurer" is pretty much a valid career path. You've got your usual tropes: start out fairly weak, undertake missions, get better by exercising your skills in the field. Controlled condition training only gets you so far. But... every adventurer, to become an adventurer, needs to create his or her signature equipment. It's sort of a graduation exercise. An adventurer will incorporate new elements into that gear over time, so it effectively "grows" along with its user. You can't really buy such things because they're not "magical" in themselves. Their power comes from the connection between the item and the maker.
It's quite possible to have more than one piece of signature gear, and it doesn't have to be a weapon. It can be, of course, but armour, robes, jewelry, or indeed almost anything worn or carried can be, but the desired goal is for a given adventurer to create his or her equipment early on, then enhance it over time., Basically, I'm looking for a way to have the mechanics support the enhancement of existing equipment over the creation of entirely new equipment, especially at higher levels.
It's quite possible to have more than one piece of signature gear, and it doesn't have to be a weapon. It can be, of course, but armour, robes, jewelry, or indeed almost anything worn or carried can be, but the desired goal is for a given adventurer to create his or her equipment early on, then enhance it over time., Basically, I'm looking for a way to have the mechanics support the enhancement of existing equipment over the creation of entirely new equipment, especially at higher levels.
Mechanics help sought
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