standards_for_items
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| standards_for_items [2019/08/31 18:12] – dungeonmaster | standards_for_items [2020/08/29 14:49] (current) – [Combining Skills] dungeonmaster | ||
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| - | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills_in_general|Skills in General]] | + | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[items|Items]] |
| ====== Standards for Items ====== | ====== Standards for Items ====== | ||
| - | As we've mentioned before, items are just skills that can be added or dropped. They are not limited by skill points or the character' | + | As we've mentioned before, items are just skills that can be added or dropped. They are not limited by skill points or the character' |
| - | Firstly, items are limited by what the GM has placed in their environment for the character' | + | ===== Environmental Restrictions ===== |
| + | Items are limited by what the GM has placed in their environment for the characters | ||
| - | Secondly, items are limited by the encumbrance limits of the character collecting them. Unlike a character' | + | ===== Purchasing Items with Money ===== |
| + | Characters can collect money during campaigns, be it gold pieces, dollars and cents, cut or uncut gemstones, or federated credits, but Dice Mob really doesn' | ||
| - | Thirdly items themselves do they have the ability to perform some skill non-proficiently even if the skill is a non-proficient skill. A sword doesn' | + | ===== Encumbrance Restrictions ===== |
| + | Items are limited by the encumbrance limits of the character collecting them. Unlike | ||
| - | Fourthly, items don't have an experience level. Experience levels aren't generally as important as the degree of a skill, but they can be important in determining area of effect, distance, and duration of a skill. In such cases, we will assign an experience level based on the skill degree of the item. | + | ===== Non-Proficiency Restrictions ===== |
| + | Items themselves do they have the ability to perform some skill non-proficiently even if the skill is a non-proficient skill. A sword doesn' | ||
| + | |||
| + | ===== Nomenclature of Skill Degrees ===== | ||
| + | This is purely up to the GM, but it can be nice to refer to items using words rather than a skill degree. A GM could indicate to a player that his character has obtained a Potion of First Degree Healing or Second Degree Healing. Instead, however, the following list of skill degree nomenclature is generally preferred when speaking about items. | ||
| + | |||
| + | * First Degree - Lesser | ||
| + | * Second Degree - This is the default or standard version of the item, so no adjective is listed. | ||
| + | * Third Degree - Extra | ||
| + | * Fourth Degree - Greater | ||
| + | * Fifth Degree - Super | ||
| + | * Sixth Degree - Ultra | ||
| + | |||
| + | A potion of ultra healing, in other words, would have imbue the imbiber with healing at a degree of sixth degree, or in other words thirty dice. | ||
| + | |||
| + | ===== Experience Level in Items ===== | ||
| + | Items don't have an experience level. | ||
| + | |||
| + | In the case of skills that required some level for the determination of distance, duration, or size, the following is used as a general rule of thumb: | ||
| + | |||
| + | * Lesser (First Degree): As if performed by a second level character | ||
| + | * Standard (Second Degree): As if performed by a fifth level character | ||
| + | * Extra (Third Degree): As if performed by an eight level character | ||
| + | * Greater (Fourth Degree): As if performed by a twelfth level character | ||
| + | * Super (Fifth Degree): As if performed by a twentieth level character | ||
| ===== Mana with Items ===== | ===== Mana with Items ===== | ||
| + | When it comes to items, they are generally either considered to have one use, like a potion or a scroll, or they have infinite uses, like a magical sword. | ||
| + | |||
| + | At the GM's discretion, items like wands, staves, or articles of jewelry could have a limited number of " | ||
| + | |||
| + | Recharging items with mana can be done at the GMs discretion, but it is generally good to do this with difficulty as part of a campaign and not simply allow a character with the skill to recharge an item whenever and however they want. | ||
| + | |||
| + | ===== Combining Skills ===== | ||
| + | In the case of attack or defense, the use of an item generally affects the number of dice rolled in the usual way including how it combines with the character' | ||
| + | |||
| + | Example: A first degree fire magician drinking a potion of extra fire would roll two dice (for trying) plus two dice for their degree of proficiency plus six dice for the potion being “extra” or third degree. Or ten dice total. | ||
| + | |||
| + | If this isn’t an attack, defense, or skill, but rather a healing roll, as is the case with a potion of healing or mana, the number of dice rolled is five dice per degree, as we mention in the skill section for healing. Healing potions are never generally combined with a character' | ||
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| - | Indeed, when it comes to items, they are generally either considered to have one use, like a potion or a scroll, or they have infinite uses, like a magical sword. At the GM's discretion, items like wands, staves, or articles of jewelry could have a limited number of " | ||
standards_for_items.1567275151.txt.gz · Last modified: by dungeonmaster
