Item Upgrading and Materials P.3
I’ve been thinking on how to make upgrades for weapons feel more tangible and take some directed effort.
Particularly rather than have specific items needed only for very special high level magic enchantments at DM discretion I’d like to have a slightly more flexible system of material types and…
I realized that having an economic category is silly because that’s just trade goods, and I want those to have specific information. Beans being generalized to “tier 1 economic plant” and mithril being “tier 5 economic mineral” is kinda flavorless.
but those would still potentially be materials for upgraded weapons, alchemy, etc. I think I’ll just give trade goods an appropriate material description in addition to the more detailed info? I think additionally the more generic descriptors can be used as trade goods along side the more specific. So I guess I’ll be keeping the economic category after all.
the only real issue I’m having now is the correlation between value and weight. i can’t reasonably connect the two for an item group, so how do we take into account the encumbrance induced by materials?
anyway this is the table I’m thinking would be used to track the amount of materials you have. The issue is that you’d need one table like this for each tier, which takes up a good deal of space. That might be unavoidable if I go ahead with the whole idea of materials anyway though.
argh, looks like I can’t put html tables in text posts… for some reason. So I’m just storing the code after this break
Read More
MOAR CHANGES
so rather than having generic categories for different types of materials, imma magic it up a bit.
Everything in the world is made of fundamental concepts that can take the semi-physical shape of “Materia”. Any physical object can be converted into its component Materia with the use of a “Meta Forge”.
Meta Forges are different from a mundane forge in that they are a large stone bowl of sorts that is specially constructed and enchanted to ignite a cascade of dissembling upon the Matera placed within, when the appropriate ritual is performed of course (probably a level 2 ritual). the result is that, as long as the particular Meta Forge in use is capable of interacting properly with the given object’s Materia, (not all forges can draw out all Matera, or even all ranks of a single type of Materia) the object is destroyed as the forge separates the Matera that used to compose it, and siphons it into an attached “Source Casket”.
Source Caskets must be used to keep Materia from mixing with other types as well as from reforming into lumps of mundane matter again. A Source Casket can be composed of a number of different types of material, depending on its desired properties (weight, capacity, limited types, limited ranks). The usual appearance is that of a flat, rectangular coffer with a sigil common to all Source Caskets embossed in metal on each face of the Source Casket. Weight is anything from two to thirty pounds.
The ten Materia ranks: E,D,C,B,A,A+,AA,S,S+,SS.
Materia types:
Life, Death, Grit, Keen, Stern, Vigor, Sheen, Flow
Value conversion ratio for materials based on type and rank of Materia resulting from the forging. Table:











