Fudge RPG - FUDGE tweak: magic weapons (and items)

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From: PeterKnutsen

Date: Mon, 06 Nov 2000 23:44:59 GMT

Subject: FUDGE tweak: magic weapons (and items)


Here's some ideas for how to improve FUDGE. They're not necessarily
connected with each other.

1. Magic items

In Mike Harvey's article, he points out that magic items can be a
problem, because even a small +1 bonus can unbalance things.
http://www.io.com/~sos/rpg/fudadvice.html

The solution is to shift away from permanent magic items and instead
use items with charges or daily charges.

I'm trying to do something similar in another freeware RPG rules
system, encourage creators of magic items to create items that have
a number of daily uses, instead of a permanent bonus. Both because
such items are less unbalancing and because it can be more dramatic.

Sometimes you get the exact same effect, only just part of the
time instead of all the time.

For instance there's a spell which increases the damage that a
weapon does by +1.

So a character can either spend the time, energy and materials
and create an item which does +1 more damage than normal, every
time it's used, or he can spend the time, energy and materials
to create an item that casts the "+1 damage" spell on itself
1, 2, 3 or more times a day.

Currently the balance of the rules for item creation is in favour
of making permanent items, but I've changed that.

FUDGE doesn't have rules (as far as I know) for how characters
can create permanent magic items, but that doesn't mean that
it can't be used to differentiate between types of magic items.

You could make permanent bonus-items extremely rare, close to
what most games calls artifact-level.

The question is, what do you do with the more common magic items?
Most RPG systems have charged items. The item can be used X times,
then it has run out of charges. I think that's unsatisfactory.
Characters gets very anxious about not spending. Maybe so anxious
that the game ceases to be fun? Also, why would a character spend
the huge amount of time, energy and materials to create such an
item? Or if you encourage the creation of such items by lowering
the "cost" of them, why aren't the world flooded with them?

The concept of charges per day is better, I think. The default
could be one charge per day, but you can go both ways, both
fewer, as in one charge every third day, one charge a week or
one charge a month. Or higher, as in two charges a day, six
charges a day and so on.

Unused charges are lost.

Also note that while you don't need rules for how these items are
created, you still need to have a general idea about how difficult
and costly it is to create each type of item, so that your campaign
world can have a consistent economy. If it takes 1N days to make
a sword that can cast "+1 damage" on itself once a day, and it
takes 3N days to make a sword that can cast "+1 damage" on itself
five times a day, and it takes 4N to make a sword that can cast
"+2 damage" on itself once a day, then this will affect how
common each type of item is.


Random thoughts.

This system also allows more serious bonuses. You can actually
have an sword that does +1 to skill *and* +2 to damage. To avoid
making it unbalanced, it can be acticated once a week. The rest
of the time it works like a normal sword.

My campaign world does has few swords of a type similar to the
one outlined above. A kind of "emergency" blades, worn by under-
cover agents of the Icelandic Godhar Council. These agents aren't
supposed to be involved in combat at all, they only fight if
something goes wrong. Any time the sword is drawn from the sheath,
the spell is activated (if there is charge left). And it has one
charge per month. But the activated spell is quite powerfull
(as in +1 to skill and +2 to damage), which is fitting for
valuable and highly trained agents.

Another game balance issue is the stealth concern. In some
campaign worlds, like mine, magic is illegal (in part of the
world). So you don't want to be known as a user of magic. Even
if magic is legal, you may not want potential enemies to know
that you're a highly competent adventurer who owns magical
equipment. That could attract unwanted attention.

In the RPG rules system I'm using, the spell that makes a weapon
do "+1 damage" also sheathes the blade in a sparkling field of
electric-blue energy. Highly visible. You can make the blue
stuff invisible with illusion magic, but that's not always
doable. Anyway this effect means that for some characters, a
sword that is quietly but permanently +1 damage is more
desirable than a charged sword, even though it costs maybe
ten times as much.

Also, it can be dramatically interesting. There's more signifi-
cance in spending a charge of a magic item, more decision involved,
than in just using a permanently useable item. Plus there's the
visuals and sound effects if you're so inclined.


And don't stick with damage-increasing magic. Do the same with
armour (or rings) that improves your damage absorption ability,
items that improves attributes or skills, and items that casts
other types of spells (flight, invisibility, haste).


That's one way of giving out magic items, without unbalacing
the game.

-- 
Peter Knutsen

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0 Here's some ideas for how to improve FUDGE. PeterKnutsen 2000-11-06 23:44:59