[net.games.frp] Limiting Magic and Fleecing PC's

mccolm@ucla-cs.UUCP (04/25/85)

A number of people threw some interesting ideas about fleecing PC's at Sue
recently, but I think the philosophy of the fleecing ideas is off-base, even
when the ideas are funny and appropriate.  With regards to either high-magic
campaigns, or those where the referee has goofed his/her way into creating
moving magical arsenals where characters used to be, I think it is better to
have some ongoing agency to get rid of magic items, instead of a more sporadic
and deliberate approach.

Take for example the idea of a magic item breakage system.  That Robe of
Take-That-You-Fiend could be damaged in a battle, possibly to the point that
it might not be usable any longer.  In one system I have seen, magic items
had hit points, but could only be damaged by certain things (a lot of work),
but in another, it was just lots of saving throws.  The assumption is that the
blow that does damage to the caster may do damage to the item, and by being
successively damaged and weakened, the item would eventually break.  For
"soft" items (robes, rugs, wands, and such), any sword-blow could easily do
the trick.  "Hard" items (armor and weapons) had a specialized breakage system
that is surprising in it's simplicity (but it is an extra die roll for each
successful hit in a melee).

I don't propose that this is a panacea, or that alternatives don't exist.  The
game I play features such a system, but this means little more than "I like
it".  I think, though, that fleecing PC's (always a touchy subject where the
players are concerned) should be based on a continuing and natural force,
and sudden recourse to more overt methods should be reserved to when things
really get out of hand.  The advantage of a continuing system is that things
get out of hand less often, and left to their own devices, will eventually
return to "normal" even without interference by the referee.

Another suggestion:  If things REALLY get crazy, monsters of intelligence and
some social consciousness (orcs, for example) will notice that a lot of their
number have been disappearing and/or turning up dead.  This could lead to a
punitive force getting together to look for/kill "Znylarg Fangtooth's Bane"
with the resulting pillaging on local human populations.  The humans will thus
not be too happy with the party of bold adventurers, either.  Size of the
force doing the pillaging will be related to their perception of the serious-
ness of the problem, how much loot there is to be gained by sacking the
humans, and their generally rotten tempers.

An erosion system on magic items also helps with regard to the problem of
limiting the amount of magic items a party can effectively make and put to
use on their own.  If they create enough items to cause problems, that many
items will make a good target for a small and sneaky baddie with a throwing
hammer.
				      -Eric McColm
				       ...!ucla-cs!mccolm
beepbeep      <== German for Honk,honk

eliovson@aecom.UUCP (Moshe Eliovson) (04/30/85)

> Take for example the idea of a magic item breakage system.

	Good.  Although my character won't like what I'm about
  to say: A cloak of elvenkind will not be as effective in melee
  once it's been through some rough stuff and is a bit tattered.
	This enhances the reality of the game.  To fix it would
  require the assistance of neighboring elves with Mending spells.
	Armor has a condition field next to it.  Based on the
  number of adventures the armor has gone through it should be
  rated by the DM as to what it's condition is.  Chain might be
  worn by the third hack & slash adventure, but Plate +5 will
  remain shiny and new for alot longer.

> Another suggestion:  If things REALLY get crazy, monsters of intelligence and
> some social consciousness (orcs, for example) will notice that a lot of their
> number have been disappearing and/or turning up dead.  This could lead to a
> punitive force getting together to look for/kill "Znylarg Fangtooth's Bane"
> with the resulting pillaging on local human populations.  The humans will thus
> not be too happy with the party of bold adventurers, either.  Size of the
> force doing the pillaging will be related to their perception of the serious-
> ness of the problem, how much loot there is to be gained by sacking the
> humans, and their generally rotten tempers.

	Although this is reality+ it is also just another way to
  fleece pc's, which you complained about earlier.  I think orcs
  do this all the time and that's why they have to be pest-ridden;
  Devils on the other hand might seriously go after the pc's.

> An erosion system on magic items also helps with regard to the problem of
> limiting the amount of magic items a party can effectively make and put to
> use on their own.  If they create enough items to cause problems, that many
> items will make a good target for a small and sneaky baddie with a throwing
> hammer.

  Don't forget party infiltration!  There is no honor among thieves, except
  where alignment is concerned.  A friend once told me that his DM wanted
  to test his party when an old friend came into town.  He gave him an AC-10
  and a new wand of illusion.  Examples include: continuous dead ends and
  arch-monsters, treasure traps, the dwarven fighter losing his clothing
  and armor in the middle of melee.  There are plenty of alternatives to
  this scheme.

			"UltraChaos, Inc."

			 Moshe Eliovson
			 ...!philabs!aecom!eliovson