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Equipment as loot.

PostPosted: November 11th, 2011, 12:51 pm
by cynthialee
I was thinking about printing off equipment cards but putting treasure deck backgrounds on them and occasionaly mixing in a few pieces of equipment in the treasure deck for those quests where I have spell casters.
It would occasionally make up for the fact I like to destroy equipment via the rust spell. (I rule that any piece of equpiment that has metal parts will be rendered useless so the spell has more moxie than as written on the card. Crossbows, all armours and most weapons...)

Definatly wouldn't want them in the deck all the time, but it could come in handy on occasion I think.

Re: Equipment as loot.

PostPosted: November 11th, 2011, 1:48 pm
by torilen
Yeah - why not. It would allow better use of a weapon damage system, as well, as the heroes could
possibly get a replacement instead of having to buy one. That might make them feel a little more
accomplished and lucky...instead of "hey, I just bought a replacement sword for the one that got
ruined", it would be "hey, check it out! I just found a replacement for that ruined sword. How awesome
is that?"

I've always liked the idea of giving treasure for things. In fact...one thought I've tried to make work is an
advancement system based on treasure - it would be magical rings that give characters the higher abilities
that an advancement system would.

Re: Equipment as loot.

PostPosted: November 11th, 2011, 2:46 pm
by Goblin-King
Don't get me wrong, I'm all about random stuff! But why not just put lots of weapons into your quests? Seems like the most simple solution to me.

You can put items in chests, weapon racks, cupboards...
Items can be hidden in the room as treasure.
Or a specific monster can drop it when killed.

You can even make them draw a random treasure card or roll a die.

What I'm trying to say... You can achieve pretty much the same results within the basic rules and content without creating new cards.
Everything is allowed as long as it's in the quest notes!!! :P

Re: Equipment as loot.

PostPosted: November 11th, 2011, 3:16 pm
by torilen
You do have a point GK - you can do pretty much anything if its in the quest notes.
However...I believe something you said is basically what cynthia is stating she wants
to do. You said that you could have them draw a random treasure card or roll a die.
That's what she wants to do, as I understood it...she would have the weapon as a treasure
card for a random treasure card draw. Right?

Either way - to be honest, I don't use the cards for that. I put it in the quest notes, and have
the weapons placed around the rooms or hidden as treasure to be found (as the cards are simply
for those rooms where there is no stated treasure to be found).

But that is just me. That's how I like doing it...lots of quest notes.

Re: Equipment as loot.

PostPosted: November 11th, 2011, 4:54 pm
by cynthialee
I was thinking that with the weapons and armor as occasional treasure cards it would add an element of chance and the unknown.
If the weapons are in the notes as treasure there is no chance to it. If the heroes run afoul of one of my chaos mages or fimirs something is getting rusted pretty much right out the gate, first action if I have that spell in that casters inventory. If there is a weapon in the notes the heroes will find it automatically once they search and the guy who looses the weapon can re-equip as soon as the weapon is found.
If there are occasional replacement weapons in the deck there is no promiss that they will be found. A hero could be stuck fighting in the dungeon with an old rusted goblins sword for 1 dice if they are not lucky or they could be lucky and find a half way decent weapon to replace anything destroyed.
Could make for some interesting situations. Barbarian gets his weapon and armor destroyed by a mage with rust spell and a ring of spell storing. (evil grin) A couple of turns later the barbarian finds a cross bow and a quarel of bolts for it. Now you have the barbarian actively avoiding head on combat in favor of ranged attacks.

Re: Equipment as loot.

PostPosted: November 12th, 2011, 6:33 am
by Ethica
torilen wrote:I've always liked the idea of giving treasure for things. In fact...one thought I've tried to make work is an
advancement system based on treasure - it would be magical rings that give characters the higher abilities
that an advancement system would.


Like this?
Ring of Protection.jpg


One problem I have with making new treasure cards is the deck is usually somewhere it can be seen and my shoddy printouts would be obvious sitting at the top of the deck.

Re: Equipment as loot.

PostPosted: November 12th, 2011, 11:19 am
by cynthialee
The cure to that is simple!
Print off a set of tresure cards and they will all look like that.

:D

Re: Equipment as loot.

PostPosted: November 13th, 2011, 3:56 pm
by Daedalus
cynthialee wrote:Could make for some interesting situations. Barbarian gets his weapon and armor destroyed by a mage with rust spell and a ring of spell storing. (evil grin) A couple of turns later the barbarian finds a cross bow and a quarel of bolts for it. Now you have the barbarian actively avoiding head on combat in favor of ranged attacks.

When I was working on my spell recasting/boosting thread I noticed that Rust is limited to just any one metal sword or helmet. It's more toned down than I first realized. If you wanna have it ruin armor or any metal weapon you could include it as a special spell effect in the Quest notes...but you'd have to be extra-evil. :twisted: :twisted:

Re: Equipment as loot.

PostPosted: November 13th, 2011, 7:17 pm
by cynthialee
Last night when we played I rulled that the one Fimir that had the rust spell had a very potent version of the spell and destroyed an artifact with it. As it was a loaner artifact just to get them through the mission I had no qualms destroying the item. (orks bane) Had they actually earned the Orks Bane I would not have been so brutal.
:)

Re: Equipment as loot.

PostPosted: November 19th, 2011, 8:38 pm
by AerynB
I like this idea of putting a few equipment cards into the treasure deck, but if the heroes' weapons and armor aren't Rust-ed, they'll probably just sell the extra equipment for gold. drathe and I came up with a similar idea to add some of the artifacts from Kellar's Keep and Return of the Witch Lord to the treasure deck, for instance, Magical Throwing Daggers, Anti-Poison Quills, and Dust of Disappearance. The other artifacts (Fire Ring, Rabbit Boots, and Armband of Healing) seem more like actual, one-only artifacts. We'll have to adjust some of the traps to be poisonous traps so that having an Anti-Poison Quill is a cool treasure find, but at least this way there's still an element of randomness and an acquisition of something a bit cooler than the ordinary potions and treasures the heroes have been picking up since the first quest of the Main System. And not only can these new treasures be used in KK and RWL, they could be used in the later expansions as well. I'd think they'd be pretty useful to have when going through the tough Ogre Horde and Wizards of Morcar quest packs. :D

I have a file somewhere with a MTD on a treasure card back, but I can't seem to find it. :(