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standards_for_items [2019/08/31 18:38] – [Combining Skills] dungeonmasterstandards_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's mana reserves. Instead they have different limitations.+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's mana reserves. That's not to say, however, that there are no limitations on items, that they can be purchased at a whim and hundreds of them can be used indefinitely to make a character into some ultra-powerful immortal. Instead, items are just as limited as a character's skills and perhaps even more so.
  
 ===== Environmental Restrictions ===== ===== Environmental Restrictions =====
-Items are limited by what the GM has placed in their environment for the character's to attain. Whereas a character can choose from any number of skills using their skill points, not every shop has every imaginable item with any and every imaginable skill known to exist. Indeed it is generally frowned upon for characters to attain skills from items by purchasing them except as pre-ordained by the GM as part of the campaign. Characters can collect money during campaigns, be it gold pieces, dollars and cents, or federated credits, but Dice Mob really doesn't have much of a way of spending that money unless the GM creates ways of doing so. The only exception to this is that a character can have a non-magical version of any of the items in the Items section including items like backpacks which increase the encumbrance limit without spending any money to do so. If a GM wishes to do so, they can assign money amounts to everything in there, but it isn't necessary and doesn't generally help any campaign to be better and is thus generally discouraged.+Items are limited by what the GM has placed in their environment for the characters to attain. Whereas a character can choose from any number of skills using their skill points, not every shop has every imaginable item with any and every imaginable skill known to exist. Indeed it is generally frowned upon for characters to attain skills from items by purchasing them except as pre-ordained by the GM as part of the campaign. The only exception to this is that a character can have a non-magical version of any of the items in the Items section including items like backpacks which increase the encumbrance limit. 
 + 
 +===== 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't have much of a way of spending that money unless the GM creates ways of doing so.  If a GM wishes to do so, they can assign money amounts to everything in the items section, but it isn't necessary and doesn't generally help any campaign to be better and is thus generally discouraged. Money can have some other purpose in a campaign, but generally it isn't to purchase items.
  
 ===== Encumbrance Restrictions ===== ===== Encumbrance Restrictions =====
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 ===== Combining Skills ===== ===== 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's own non-proficiency, e.g two for trying plus two per degree of the item. If the character is already proficient in this skill it adds onto an attack or defense in the same way as described in the [[compounding_skill_effects|compounding skill effects]] section. That is to say, the dice of the item's degree are added to the other dice the character already has. The "two for trying" would never be added more than once.+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's own non-proficiency, e.g two for trying plus two per degree of the item. If the character is already proficient in this skill it adds onto an attack or defense in the same way as described in the [[defense#multiple_attack_types|Multiple Attack Types]] section. That is to say, the dice of the item's degree are added to the other dice the character already has. The "two for trying" would never be added more than once.
  
 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. 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.
standards_for_items.1567276712.txt.gz · Last modified: by dungeonmaster