Post by Zyraen on Jan 12, 2015 12:26:34 GMT 8
ITEM PROPERTIES IN RP
VtM setting isnt exactly a high magic setting, and the limited number of "magical" item properties are intended to reflect that.
Most Item properties are less of a particular item being magical, and more of an acquired skill WHILE equipped with a particular Item.
This means that Items are still predominantly mundane. The XP and Gold/Money offset is basically "effort" to pick up these Abilities and improve then. Likewise, these Item Properties never respond to high Occult Skill checks.
Note that Neck / Armor Properties still apply no matter what neck / armor you wear (or none at all), EXCEPT if it is a different type
ie. if a Property only applies to Heavy Armor, you do not get it while not in Heavy Armor, etc.
Note that of all Armor (including cloth, leather, scale, shields), plate alone has to be tailored to have its full effectiveness of AC 8.
There is ONE set of Items that are truly specialized, albeit still not "magical" - Weapons and Implements. Generally speaking, any weapon over +1 enhancement is viewed as well crafted, or for implements, especially attuned (ie often used...). The item itself does not have a Property - that is still applied when the Character uses it - but an inferior item reduces the effectiveness of the property.
WEAPON AS IMPLEMENT
This follows the usual rules, you just have to specify when selecting the Item Property. It applies to exactly 1 item.
The benefit is that the property and enhancement applies to both Weapon and Implement attacks.
The downside is that if the weapon is unavailable for a time, the property is unavailable for implement attacks. Whereas some implements can be kept on oneself for peaceful events.
That said, a peaceful gathering that involves various implement users might just as likely require all attendees to hand over their implements as well as weapons.
ITEM PROPERTIES
The XP cost for Item Properties are as follows.
2 xp: 1 Lv5
6 xp: 3 Lv5
10 xp: 3 Lv5, 1 Lv10
16 xp: 1 Lv5, 3 Lv10
22 xp: 1 Lv5, 3 Lv10, 1 Lv15
31 xp: 1 Lv5, 1 Lv10, 3 Lv15
40 xp: 1 Lv5, 1 Lv10, 2 Lv15, 1 Lv20
52 xp: 1 Lv5, 1 Lv10, 3 Lv20
64 xp: 1 Lv5, 1 Lv10, 1 Lv15, 2 Lv20, 1 Lv25
80 xp: 1 Lv5, 1 Lv10, 1 Lv15, 3 Lv25
96 xp: 1 Lv10, 1 Lv15, 1 Lv20, 2 Lv25, 1 Lv30
116 xp: 1 Lv10, 1 Lv15, 1 Lv20, 2 Lv25, 2 Lv30
Note the cost given is cumulative, so the actual XP spent to "increase" is actually the difference.
ie Since you already have spent 40 XP to get "1 Lv5, 1 Lv10, 2 Lv15, 1 Lv20" items, you need spend another 12 XP, to bring the total to 52 XP and get "1 Lv5, 1 Lv10, 3 Lv20"
Depending on the Items available, there may be a relative lack of truly useful high level items. In which case, upgrading is probably more to enhance the property.
Gold / money will be used to offset the XP costs. You cannot purchase more Item Properties with Gold / Money, though consumables can be bought, and Gold / Money can be converted into various Backgrounds, typically Resources, Havens, Influence, Contacts, maybe even Herds.
Note that if Gold / money depletes over time, you might have to reduce your item property selection back down.
"RETRAINING" ITEMS
You can "Retrain" your Items, ie Reselect New Properties when you spend enough XP to gain a new set.
Reduction (due to loss of gold etc) does not grant this flexibility. You only reduce an existing item etc to keep to your now reduced Item selection.
ITEM ENHANCEMENTS
As you know, this game uses a flat math that eliminates the need for certain feats, particular levels of items, etc in order to be effective.
For most part the game is split into 6 Tiers, and this is generally represented by the increase of your Pri & Sec Trait beyond 4. NAD Defenses are increased on their own.
Pri Trait increases your attack and damage.
Sec Trait increases your AC and feat/power effects.
So if you have Pri Trait 6 and Sec Trait 5, you effectively have Atk +2 and Def +1.
Note that even Heavy Armor benefits from Sec Trait. Its enhancement is equal to your Sec Trait -4.
Because relatively few Powers target Reflex, I have tentatively removed the shield bonus for it. Note that you cannot wear armor that you are not proficient with.
So what is the point of Item enhancements, what does it add? The obvious is improving its own property.
Weapon/implement enhancement also adds to damage. (but not attack)
Also, Armor enhancement improves Heavy Armor enhancement, ie AC. In effect, the higher value between Sec Trait -4 and Armor enhancement is chosen. Of course, to benefit, the Heavy Armor char must choose an Armor item property.
VtM setting isnt exactly a high magic setting, and the limited number of "magical" item properties are intended to reflect that.
Most Item properties are less of a particular item being magical, and more of an acquired skill WHILE equipped with a particular Item.
This means that Items are still predominantly mundane. The XP and Gold/Money offset is basically "effort" to pick up these Abilities and improve then. Likewise, these Item Properties never respond to high Occult Skill checks.
Note that Neck / Armor Properties still apply no matter what neck / armor you wear (or none at all), EXCEPT if it is a different type
ie. if a Property only applies to Heavy Armor, you do not get it while not in Heavy Armor, etc.
Note that of all Armor (including cloth, leather, scale, shields), plate alone has to be tailored to have its full effectiveness of AC 8.
There is ONE set of Items that are truly specialized, albeit still not "magical" - Weapons and Implements. Generally speaking, any weapon over +1 enhancement is viewed as well crafted, or for implements, especially attuned (ie often used...). The item itself does not have a Property - that is still applied when the Character uses it - but an inferior item reduces the effectiveness of the property.
WEAPON AS IMPLEMENT
This follows the usual rules, you just have to specify when selecting the Item Property. It applies to exactly 1 item.
The benefit is that the property and enhancement applies to both Weapon and Implement attacks.
The downside is that if the weapon is unavailable for a time, the property is unavailable for implement attacks. Whereas some implements can be kept on oneself for peaceful events.
That said, a peaceful gathering that involves various implement users might just as likely require all attendees to hand over their implements as well as weapons.
ITEM PROPERTIES
The XP cost for Item Properties are as follows.
2 xp: 1 Lv5
6 xp: 3 Lv5
10 xp: 3 Lv5, 1 Lv10
16 xp: 1 Lv5, 3 Lv10
22 xp: 1 Lv5, 3 Lv10, 1 Lv15
31 xp: 1 Lv5, 1 Lv10, 3 Lv15
40 xp: 1 Lv5, 1 Lv10, 2 Lv15, 1 Lv20
52 xp: 1 Lv5, 1 Lv10, 3 Lv20
64 xp: 1 Lv5, 1 Lv10, 1 Lv15, 2 Lv20, 1 Lv25
80 xp: 1 Lv5, 1 Lv10, 1 Lv15, 3 Lv25
96 xp: 1 Lv10, 1 Lv15, 1 Lv20, 2 Lv25, 1 Lv30
116 xp: 1 Lv10, 1 Lv15, 1 Lv20, 2 Lv25, 2 Lv30
Note the cost given is cumulative, so the actual XP spent to "increase" is actually the difference.
ie Since you already have spent 40 XP to get "1 Lv5, 1 Lv10, 2 Lv15, 1 Lv20" items, you need spend another 12 XP, to bring the total to 52 XP and get "1 Lv5, 1 Lv10, 3 Lv20"
Depending on the Items available, there may be a relative lack of truly useful high level items. In which case, upgrading is probably more to enhance the property.
Gold / money will be used to offset the XP costs. You cannot purchase more Item Properties with Gold / Money, though consumables can be bought, and Gold / Money can be converted into various Backgrounds, typically Resources, Havens, Influence, Contacts, maybe even Herds.
Note that if Gold / money depletes over time, you might have to reduce your item property selection back down.
"RETRAINING" ITEMS
You can "Retrain" your Items, ie Reselect New Properties when you spend enough XP to gain a new set.
Reduction (due to loss of gold etc) does not grant this flexibility. You only reduce an existing item etc to keep to your now reduced Item selection.
ITEM ENHANCEMENTS
As you know, this game uses a flat math that eliminates the need for certain feats, particular levels of items, etc in order to be effective.
For most part the game is split into 6 Tiers, and this is generally represented by the increase of your Pri & Sec Trait beyond 4. NAD Defenses are increased on their own.
Pri Trait increases your attack and damage.
Sec Trait increases your AC and feat/power effects.
So if you have Pri Trait 6 and Sec Trait 5, you effectively have Atk +2 and Def +1.
Note that even Heavy Armor benefits from Sec Trait. Its enhancement is equal to your Sec Trait -4.
Because relatively few Powers target Reflex, I have tentatively removed the shield bonus for it. Note that you cannot wear armor that you are not proficient with.
So what is the point of Item enhancements, what does it add? The obvious is improving its own property.
Weapon/implement enhancement also adds to damage. (but not attack)
Also, Armor enhancement improves Heavy Armor enhancement, ie AC. In effect, the higher value between Sec Trait -4 and Armor enhancement is chosen. Of course, to benefit, the Heavy Armor char must choose an Armor item property.