Arks Theorycrafting: magic items, skills, character power
Posted: Thu Jun 11, 2015 10:23 am
Its interesting to observe that something that we see as so commonplace in in FH and a few other larps such as "magic items" are actually an incredibly unique and broken aspect to the genre.
for instance most games that give you what you would consider to be magic items are short term small group or solo games. such as board games, pen and paper games, and even virtual games. these items are rarely balanced well because the fact is they don't have to be (wishes in 3.5, c'mon) most of these games are not meant to last very long, and in the case of the solo game the designer could care less if you are overpowered, leaving how the player interacts with the game and what they find fun up to them.
now when you consider the virtual = to larp being mmo's and really think about it, there is no such thing as the magic items we find in final haven. for obvious reasons there is no item that can only drop once, or only one version that is available to the players. everything can be obtained by everyone in the grand scheme of things. the final haven equivalent to this would be potions, crafted items such as armor, weapons, and exotic items. spells and scrolls don't fit into this category because they are currently a work in progress and might fit into the "magic item" description rather then being available to everyone.
I usually harp on this kind of stuff because while I like feeling special im also an advocate of fairness and equality as base design concepts while allowing people to be awesome and special through role playing and clever character design.
magic items at their core are simply power. they grant your character additional power based on what they do in the same way your skills grant you power. though one is quite fair and the other is not. I will now point out how and why, as well as what final haven and other games have done to attempt to convert magic items more into skills, and where I personally think they should go.
-magic items are not fair at a conceptual level, they are not designed to be. they are unique, powerful, and concealable. all very bad things from a balance perspective. unique is fun, its is SOOOO much fun to have something nobody else does, especially if they don't know you have it, and helps to make you feel unique and powerful. powerful is obvious as most magic items grant anything from simply copying an existing skill in item form to granting a unique and power effect, and most are poorly balanced usually having no downside. and concealable, both from other players as magic items are not listed anywhere outside of their tag for public scrutiny and policing, and often times from staff or GM's who really have no clue who has what item no matter how hard they try.
-compared to potions, or crafted normal / exotic items. these are all found in the final haven rulebook, are more fair then magic items due to the scrutiny and policing they receive from players and GM's simply by being listed in the rule book. and while some are as poorly balanced as magic items simply adding more power at no downside the effects are fairly minor in the grand scheme of things and mitigated by the fact that everyone has access to them.
-skills are the most balanced thing in this game, as everyone has access to the same ones (baring hidden disciplines that I wont comment on)
final haven has attempted to try and mitigate some of the problems of magic items by adding attunement. this effectively limits how much power you get in game and one of the most gaping black holes of a balance issue with magic items, they could all be hoarded without limit. however if we are trying to turn them into skills at a balance level why not just make them skills? my suggestion would be to remove any and all items in the game that do not exist in the rule book. convert those that can be into potions, crafted normal / exotic items, spells, and skills. and possibly give players more skill points to compensate for the loss of power that comes with their removal.
its balanced, and fair, at its core design.
for instance most games that give you what you would consider to be magic items are short term small group or solo games. such as board games, pen and paper games, and even virtual games. these items are rarely balanced well because the fact is they don't have to be (wishes in 3.5, c'mon) most of these games are not meant to last very long, and in the case of the solo game the designer could care less if you are overpowered, leaving how the player interacts with the game and what they find fun up to them.
now when you consider the virtual = to larp being mmo's and really think about it, there is no such thing as the magic items we find in final haven. for obvious reasons there is no item that can only drop once, or only one version that is available to the players. everything can be obtained by everyone in the grand scheme of things. the final haven equivalent to this would be potions, crafted items such as armor, weapons, and exotic items. spells and scrolls don't fit into this category because they are currently a work in progress and might fit into the "magic item" description rather then being available to everyone.
I usually harp on this kind of stuff because while I like feeling special im also an advocate of fairness and equality as base design concepts while allowing people to be awesome and special through role playing and clever character design.
magic items at their core are simply power. they grant your character additional power based on what they do in the same way your skills grant you power. though one is quite fair and the other is not. I will now point out how and why, as well as what final haven and other games have done to attempt to convert magic items more into skills, and where I personally think they should go.
-magic items are not fair at a conceptual level, they are not designed to be. they are unique, powerful, and concealable. all very bad things from a balance perspective. unique is fun, its is SOOOO much fun to have something nobody else does, especially if they don't know you have it, and helps to make you feel unique and powerful. powerful is obvious as most magic items grant anything from simply copying an existing skill in item form to granting a unique and power effect, and most are poorly balanced usually having no downside. and concealable, both from other players as magic items are not listed anywhere outside of their tag for public scrutiny and policing, and often times from staff or GM's who really have no clue who has what item no matter how hard they try.
-compared to potions, or crafted normal / exotic items. these are all found in the final haven rulebook, are more fair then magic items due to the scrutiny and policing they receive from players and GM's simply by being listed in the rule book. and while some are as poorly balanced as magic items simply adding more power at no downside the effects are fairly minor in the grand scheme of things and mitigated by the fact that everyone has access to them.
-skills are the most balanced thing in this game, as everyone has access to the same ones (baring hidden disciplines that I wont comment on)
final haven has attempted to try and mitigate some of the problems of magic items by adding attunement. this effectively limits how much power you get in game and one of the most gaping black holes of a balance issue with magic items, they could all be hoarded without limit. however if we are trying to turn them into skills at a balance level why not just make them skills? my suggestion would be to remove any and all items in the game that do not exist in the rule book. convert those that can be into potions, crafted normal / exotic items, spells, and skills. and possibly give players more skill points to compensate for the loss of power that comes with their removal.
its balanced, and fair, at its core design.