bug: Pages numbered correctly in books/core
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<p><strong>REWARD FREQUENCY</strong></p>
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<p>On average, the chart is based on the idea that a group will receive approximately one reward per session (as in, every four or five hours of play). This is not a hard rule and more of a guideline: there will be some sessions in which characters do not receive rewards in the form of fancy items, but instead develop connections or retrieve a powerful artifact. That table is there to help you, not to constrain you.</p>
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<h2>CREATING INTERESTING REWARDS</h2>
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<p>Here are a few things you will want to keep in mind when creating rewards:</p>
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<h1>DESIGNING RARE ITEMS</h1>
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<p>Over the course of the game, you will often need to come up with a rare item—perhaps it’s part of a reward, a lost treasure, an arcane weapon extracted from the soul of a demon or monster, or even a peculiar object sold by a merchant. In such instances, you may:</p>
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<ul>
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<li><strong>Learn what your Players want.</strong> If you catch a Player saying they’d like a specific item for their character, take notes — you can include that item in a future reward.<br>Consider a Survey or Wishlist, as explained on page 123.</li>
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<li><strong>Items that tell a story.</strong> When placing a given item among the rewards found by the characters, consider what it says about the surrounding area and its inhabitants. Who brought the crystal rod to this shrine? Why did the ancient wyvern guard a ring with no apparent value?</li>
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<li><strong>Here and there.</strong> When the occasion arises and it doesn't feel forced, split your reward into smaller mini-rewards tied to different places, creatures, or threats. The Classic example would be a dungeon with several hidden treasures.</li>
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<li><strong>Foreshadowing.</strong> This is a classic in JRPGs, and something you will either love or hate. What you could do is hand out rewards that will prove useful in future battles, such as a silver talon (page 272) in a dungeon crawling with undead creatures that are Vulnerable to its light damage.</li>
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<li><strong>Choose an existing Rare Item.</strong> This is the simplest solution! Pick one of the sample items presented in this section. Make sure to choose something appropriate to the situation, such as a mjolnir hammer for a storm demon.</li>
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<li><strong>Create a new Rare Item.</strong> Follow the guidelines presented in this section to create a new rare item. Sometimes you can take an existing item and simply change the type of damage it deals, or have it grant a different bonus, but it's encouraged that you try to come up with items that resonate with how and where they were found.</li>
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</ul>
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<p>Adopting this method will surely make your sessions feel more “videogamey”, but it's a matter of taste. Discuss this choice with the rest of your group.</p>
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<h2>ROGUES AND SOUL STEAL</h2>
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<p>Player Characters who put levels in the Rogue Class will likely acquire the Soul Steal Skill, which allows them to extract items from powerful enemies. Items obtained this way are in addition to normal rewards.</p>
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<p>Philip Forlenza (Order #)</p>
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<p>Rare items can and should tell their own story!</p>
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<h2>BE CAREFUL WITH BONUSES</h2>
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<p>Items that grant a bonus to a specific type of Check, as well as items that grant an increase to Defense or Magic Defense, are especially powerful: that is because Fabula Ultima features a relatively "flat" math progression when it comes to Checks. Even an innocuous-looking +1 bonus can make a huge difference; because of this, avoid granting characters too many rare items whose special abilities enhance Accuracy Checks, Magic Checks, Defense or Magic Defense.</p>
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<p>In general, a character should not be given the opportunity to equip more than two such items at any given time. Feel free to give out more, but make sure these are mutually exclusive options: should you equip the Crested Helm that gives a +1 bonus to Accuracy Checks, or the Pointy Yellow Hat that gives a +1 bonus to Magic Checks?</p>
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<h2>AVOID COPYING EXISTING SPELLS OR SKILLS</h2>
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<p>When you create a Quality for a rare item, try to avoid copying the effects of a Skill or spell that is unique to a specific Class. Instead, look at which Skills the Player Characters have acquired and give them items that synergize well with those, or that provide useful (if pricey) alternatives when those same Skills would otherwise be ineffective.</p>
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<p class="signature">Philip Forlenza (Order #)</p>
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