Items recharge.

Started by SilentSouth, December 31, 2010, 02:00:05 PM

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SilentSouth

What are peoples thoughts on the possibilty of exceptionally good items with magic charges, recharging, say an extra charge added per reset?

And i don't mean healing devices, i mean mainly items that you can wear, such as a belt with say 10 charges of protect from elements, but the belt also has +1 attributes on it, you wind up being left with 1 charge left, which you need to use but you also like the other additions of the belt, the idea of it recharging by 1 charge after reset would increase the worth of the item.

It is just an idea i had, thought i would throw it out there.

Paha

I believe they are quite meant to be as they are.

I mean, if you'd want one to regenerate their powers, you could simply make them have 1/day ability, rather than charges. It's just part of some items property to hold innate powers, but using all of it would mean the destruction of the said equipments structure.

SilentSouth

Yeah, i understand that. It wouldn't be like 1 use/day though because you would have to wait for a reset and there is still a chance of the item being destroyed from over usage.

I just mean to implement this to exceptionally good items as said. Not to everything. I know some items that are not destroyed even after using all charges.

Disco

Would be very powerfull. But I do support the idea of somehow restoring charges. But to have an item just restore it automaticaly is too crazy for me.

9lives

Definitely not. Too difficult to balance

Luke Danger

On a similar idea, what about services that (while pricy) allow someone to recharge? Sort of like in SoU's chapter one, just scaled for EfU?

ExileStrife

Logistically it would be too hard to balance something that could recharge any item.  It would disregard the difficulty of acquiring rare items with many charges compared to an easy-to-obtain item with the same spell but few charges.

The other option would be to make 'special' rechargeable items (which do exist I believe) more widespread, but that frankly doesn't sound like an interesting addition to the overall loot tables save for a few rare cases.

I've heard there are a growing number of 1/day items already.  That's already strong.  I don't think it's the direction anyone wants to go.

SilentSouth

Yeah thats what i ment, 'Special rechargable items' Not as powerfull as 1 use/day, but still real cool to have. But yeah i understand that would be quite a balancing problem.

Lenthis

Make it a rare alchemical formula, risky and high dc. You chuck in the charge item with a certain combination and it will ethier add a 1-2 charges but no more then the max the item had, but on a failure cause it to strip 1-2 or utterly destroy the item.

Egon the Monkey

There's a very common healing device that you can recharge by using the Unique Power of a drop that exists solely for that purpose. It would be feasible to use that same "battery recharge" script for other things, I assume. For example a necromantic device that recharges when you use a Unique Power from Ice Dust on it, destroying the Dust in the process. Use the right items as "batteries" and you could promote exploring of areas or people doing undereused quests, to fuel their weapon or whatever.