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 Post subject: Equipment/Treasure
PostPosted: Thu Apr 05, 2007 8:02 am 
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Joined: Mon May 08, 2006 1:13 pm
Posts: 282
More random jumping around on topics by me. Probably a bit early, but I want to get it up now since it's associated more with initial intentions, than drastic changes.

My Suggested TSM Equipment rules (of course the final system used would be entirely dependant on the other systems relating to it):

These suggestions would put things back in line with the initial, but never enforced, intentions of the starting administration of TSM. I see nothing wrong with what they had planned, so I'm going to just suggest changes that'll match that straight out.

Current rules as I can find->
Dregnarg wrote: Weapons and Armor->
There are 6 "levels" of equipment:
M0 -> "Normal nonmagical"
M1 -> "Magical" +1 enchantment equivalent
M2 -> "Magical" +2 enchantment equivalent (+1 w/ added effect, unenchanted with many effects)
M3 -> "Magical" +3 enchantment equivalent (+2 w/ added effect, +1 with many effects)
M4 -> "High Magic"
M5 -> "Legendary"
In general M0-M3 are normal treasure spawn based on dungeon level, M4 and M5 are larger-quest, normally DM-run only (with M5 being large-scale DM quest rewards), though there may be a few M4-dropping chests for the most dangerous normal treasure spawns. With exception, M1 is where most stores stop, but some items almost reach M3 (which is approximately level 11 required if level requirements were in place).
It appears non-armor, non-weapons have a slightly different structure.
Tag/resref structure -> All custom potentially magic items for the treasure spawn follow "M#_itemtype" naming structure for Tag, with the resref being identical but numbered after the itemtype. Haven't checked into it, but I was told the Tag was vital to making sure something was in our current treasure spawn system.


Suggestion: Keep organization as listed. It's a smooth separation that splits them easily by overall strength. Tag/Resref naming structure modified to match whatever is deemed relevent in the rebuild. Perhaps spread Weapons/Armor "levels" above to other equipables, if clear cutoffs between the "levels" can be determined? (Perhaps "level requirement")

Suggested item rules:
Names: There's absolutely no reason we should have to see any "+1"'s in the names, after this. The names they see in game should be the names a crafter would've given it, and unless there's an exceedingly dull crafter (who even then would use words like "Enchanted" "Twice-Enchanted" "Minor/Major/Lesser"), there is no need for any +'s

Store rules: For any item to enter a store, it should be in the treasure spawn list, and therefore should follow the above. Store versions can be modified in the stores themselves from the "treasure" for for flavor purposes (change of name, change of element, change of magic ability for equivalent), but all items in stores should be equivalent to one gotten through the treasure spawn, and should carry their treasure-equivalent Resref (this includes all guild equipment).
Stores should be limited up to a "level" of equipment based on the following:
General Store -> M0
Specialty Shops in or easy to reach from CORE -> M1
Specialty Shops difficult to reach from CORE or larger scripted-quest restricted -> M2 (with occassional M3, depending on difficulty associated with store)
Guild Shops -> M3 (though few, most items should likely be M2)
Note: Anything above M1's as normally carried items should be in a store that is lower access either due to difficulty getting to it's location, or difficulty accessing the store (major scripted-quest to access, guild, etc)


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PostPosted: Thu Apr 05, 2007 9:28 am 
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Joined: Fri Aug 04, 2006 1:42 pm
Posts: 155
These standards will be considered under review and will be subject to modification as the treasure table gets reconsidered.


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