49 lines
2.3 KiB
HTML
49 lines
2.3 KiB
HTML
<h1>DESIGNING RARE ITEMS</h1>
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<p>
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Over the course of the game, you will often need to come up with a rare
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item—perhaps it’s part of a reward, a lost treasure, an arcane weapon
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extracted from the soul of a demon or monster, or even a peculiar object sold
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by a merchant. In such instances, you may:
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</p>
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<ul>
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<li>
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<strong>Choose an existing Rare Item.</strong> This is the simplest
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solution! Pick one of the sample items presented in this section. Make sure
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to choose something appropriate to the situation, such as a mjolnir hammer
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for a storm demon.
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</li>
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<li>
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<strong>Create a new Rare Item.</strong> Follow the guidelines presented in
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this section to create a new rare item. Sometimes you can take an existing
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item and simply change the type of damage it deals, or have it grant a
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different bonus, but it's encouraged that you try to come up with items that
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resonate with how and where they were found.
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</li>
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</ul>
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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>
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Items that grant a bonus to a specific type of Check, as well as items that
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grant an increase to Defense or Magic Defense, are especially powerful: that
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is because Fabula Ultima features a relatively "flat" math progression when it
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comes to Checks. Even an innocuous-looking +1 bonus can make a huge
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difference; because of this, avoid granting characters too many rare items
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whose special abilities enhance Accuracy Checks, Magic Checks, Defense or
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Magic Defense.
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</p>
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<p>
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In general, a character should not be given the opportunity to equip more than
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two such items at any given time. Feel free to give out more, but make sure
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these are mutually exclusive options: should you equip the Crested Helm that
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gives a +1 bonus to Accuracy Checks, or the Pointy Yellow Hat that gives a +1
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bonus to Magic Checks?
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</p>
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<h2>AVOID COPYING EXISTING SPELLS OR SKILLS</h2>
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<p>
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When you create a Quality for a rare item, try to avoid copying the effects of
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a Skill or spell that is unique to a specific Class. Instead, look at which
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Skills the Player Characters have acquired and give them items that synergize
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well with those, or that provide useful (if pricey) alternatives when those
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same Skills would otherwise be ineffective.
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</p>
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