This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Armoury and Inventory

Started by Ghost Whistler, May 31, 2013, 05:06:44 AM

Previous topic - Next topic

Ghost Whistler

I don't really want to design a massive list of equipment for my game. I doubt half the stuff I create would even be used, inevitably there would be stuff that's better than other stuff.

So i'm thinking of largely taking that choice out of the equation. Instead pc's get to choose from a bunch of class-specific gear, some of which will be mundane some of which will be more unique (robots might have in built ordnance while mercs get regular guns to dual wield Tequila style).

I'm also thinking of having an upkeep feature when it comes to interacting with the setting in terms of inventory. So if people need to reload their guns, or sharpen their swords or get new medical supplies, etc, they can haggle with local merchants for a generic upkeep. This way there is still a sense of economics and money in the setting, characters can barter and haggle in towns etc, but wihtout wasting time designing costs and equipment that will only bog things down.

Anything to avoid hard work.

Or am I totally missing the point?
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Premier

Quote from: Ghost Whistler;659091(robots might have in built ordnance while mercs get regular guns to dual wield Tequila style).

I think you mean "akimbo" (even though that, too, is a technically inaccurate term). "Tequila" is an alcoholic drink which AFAIK has nothing to do with dual wielding firearms.
Obvious troll is obvious. RIP, Bill.

Catelf

Quote from: Ghost Whistler;659091Or am I totally missing the point?

No, i don't think you are, you are only aiming for a different semi-monetary system.
:)
I may not dislike D&D any longer, but I still dislike the Chaos-Lawful/Evil-Good alignment system, as well as the level system.
;)
________________________________________

Link to my wip Ferals 0.8 unfinished but playable on pdf on MediaFire for free download here :
https://www.mediafire.com/?0bwq41g438u939q

Ghost Whistler

Quote from: Premier;659107I think you mean "akimbo" (even though that, too, is a technically inaccurate term). "Tequila" is an alcoholic drink which AFAIK has nothing to do with dual wielding firearms.

Not quite:

"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Panzerkraken

Quote from: Ghost Whistler;659126Not quite:


That's awfully obtuse.  I've never heard of it referred to as 'Tequila Style', You might be better off referring to CYF or Chow Yun Fat Style, or even 'John Woo Style' (which is much more accurate, since while CYF was the star that made it famous, John Woo was the director, and the style was common in his movies even beyond CYF, like Broken Arrow or Face Off).
Si vous n'opposez point aux ordres de croire l'impossible l'intelligence que Dieu a mise dans votre esprit, vous ne devez point opposer aux ordres de malfaire la justice que Dieu a mise dans votre coeur. Une faculté de votre âme étant une fois tyrannisée, toutes les autres facultés doivent l'être également.
-Voltaire

Rincewind1

Well, let's not dogpile with minutia and pedantism, that's my job ;). I admit I got the reference, but it was pretty obscure.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

Black Vulmea

Quote from: Ghost Whistler;659091I don't really want to design a massive list of equipment for my game. I doubt half the stuff I create would even be used, inevitably there would be stuff that's better than other stuff.
Characters don't always begin with access to the better stuff. The better stuff is one of the reasons for adventuring.
"Of course five generic Kobolds in a plain room is going to be dull. Making it potentially not dull is kinda the GM\'s job." - #Ladybird, theRPGsite

Really Bad Eggs - swashbuckling roleplaying games blog  | Promise City - Boot Hill campaign blog

ACS

Catelf

Quote from: Black Vulmea;659193Characters don't always begin with access to the better stuff. The better stuff is one of the reasons for adventuring.
As far as i see it, the adventure itself is the reason for adventuring.
Better stuff is rather the reason for Treasure Hunting and Looting ... ;)

But i fully agree on the first part:
Characters really tend to start with "the mediocre stuff", rather than the better :)
I may not dislike D&D any longer, but I still dislike the Chaos-Lawful/Evil-Good alignment system, as well as the level system.
;)
________________________________________

Link to my wip Ferals 0.8 unfinished but playable on pdf on MediaFire for free download here :
https://www.mediafire.com/?0bwq41g438u939q

Ghost Whistler

Quote from: Black Vulmea;659193Characters don't always begin with access to the better stuff. The better stuff is one of the reasons for adventuring.

better stuff can still feature in the game: most armoury sections for games don't include items that might be rewards. You won't find a price for something like Stormbringer in the DnD books (or do you?).
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.