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Design review: crafting systems #129

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alice-i-cecile opened this issue Oct 30, 2022 · 1 comment
Open

Design review: crafting systems #129

alice-i-cecile opened this issue Oct 30, 2022 · 1 comment
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design A design question needs thought refresh-needed Something is stale or desynced

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@alice-i-cecile
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How exactly do we want this to work? What happened to trinkets? How are consumables going to work?

We need to do another refresh as a team to figure out next steps.

@alice-i-cecile alice-i-cecile added the design A design question needs thought label Oct 30, 2022
@alice-i-cecile alice-i-cecile added the refresh-needed Something is stale or desynced label Oct 9, 2023
@sixfold-origami
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Proposal: affixes and trinkets are sorted into three pools:

  • Pool 1: always available. Have a set of basic affixes and trinkets that everyone knows by default
  • Pool 2: unlockable. Have a set that the players can unlock through downtime activities, defeating monsters, etc. Worldspeakers should be encouraged to give these out as loot, but players can get them all on their own if they wish
  • Pool 3: The worldspeaker's special boys. This pool is only accessible by having the worldspeaker hand them out. By default, this pool is empty, but the WS can fill it with special key items/affixes if they want to. The classic example is needing a special affix/item to kill dracula, so the players have to go on a special quest to get it.

@alice-i-cecile alice-i-cecile added this to the alpha-playtesting milestone Nov 2, 2023
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