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Subject: 
Re: When the world was young...
Newsgroups: 
lugnet.org.us.nelug
Date: 
Fri, 11 Apr 2003 13:08:12 GMT
Viewed: 
2150 times
  
"Mike Rayhawk" <rayhawk@artcenter.edu> wrote in message
news:HD5I9L.237I@lugnet.com...
In lugnet.org.us.nelug, David Eaton writes:
Actually, to tell the truth, I might be inclined (if that were the case) • to
produce 10 really *awful* items, then try and avoid picking up magic • items
all together, except maybe the sword in the middle. Basically, I'd assume
that each other team would've produced somewhere around a 50/50 • distribution
of good/bad items, and that my additional third of the items would push • the
balance to 33/66 good/bad (depending on how many items other people put
out), meaning I should avoid magic items in general, and that way other
teams are more likely to get junk that's detrimental.

Why not set it up with two potential effects for every item, one negative
and one positive?  When you pick up the item, a roll of 1-2 on 1d6 means • the
item is the bad version, otherwise it's the good one.  That means no one
will have an advantage when going after the items they designed • themselves,
and the odds are favorable enough to offset the potential danger.

I do like this idea.  Although this does not get around the multiple
enchantments of the same item issue (two different magic chrome swords).  In
this case, I guess we could handle it by first rolling to see which version
the item is and then do the good/bad magic roll based on that.

I'd also suggest that you try and make any magical items fancy-looking
enough that you don't have to worry about duplicates.  Gray swords just
don't say 'magic' to me, unless we're talking about The Legendary Gray • Sword
of Unremarkableness +0.

Yeah, we'll need to keep them straight from other magic versions as well as
their common counterparts.



Message is in Reply To:
  Re: When the world was young...
 
(...) Why not set it up with two potential effects for every item, one negative and one positive? When you pick up the item, a roll of 1-2 on 1d6 means the item is the bad version, otherwise it's the good one. That means no one will have an (...) (22 years ago, 10-Apr-03, to lugnet.org.us.nelug)

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