FWIW I think a weapon as an ability is an excellent way to handle magic weapons and other items that are important to the narrative.
I much prefer the current system for mundane and basically unimportant weapons. Most of the time the mundane armament of characters is pretty much irrelevant to the narrative. If its not, I want it to be under my control - and I want it to be mostly situational.
But the difference between items that are important to the narrative and that aren't is crucial.
At 11:06 AM +0100 18/4/02, Benedict Adamson wrote:
>My suggest rule does not make them pointless. It represents mundane
and magical equipment in the same way.
Exactly why I don't like it! Mundane weapons are something I want to simply ignore most of the time.
>A mundane item, or magically
>weak item, can become a powerful magic item through the expenditure
>of an appropriate (and fair) number of HPs.
Thats the case now.
At 11:06 AM +0100 18/4/02, Benedict Adamson wrote:
> In a medium power campaign, a warrior starts
>with a Weapon 17 (giving a ^3), but the player could choose to start
>with Weapon 1W (giving a ^4 -- a 2H sword, perhaps) or a Weapon 5w
>(giving a ^5 -- an enchanted weapon).
And it would be a big waste of points! They have spent their biggest ability in a way that is BOTH inefficient AND boring!
Cheers David
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