Sunday, May 8, 2016
Signature Gear & Weapon Bond & Gear-Destroying Monsters
Here is a ruling from my Felltower game.
Signature Gear, Weapon Bond, & Gear-Destroying Monsters
I run a game with rust monsters, creatures that shatter weapons, and corrosion attacks all over the place. This is a problem with people also have Signature Gear, which basically says that gear has plot protection. If it's lost through no fault of your own, you get the points back. Weapon Bond is a one-specific-weapon-only +1 to skill.
What I've done is this:
- if your Signature Gear/Weapon Bond item is damaged or destroyed by a monster, enough remains intact to use magical or non-magical repair (as appropriate) if this is at all possible. This gear is so part of your character that somehow enough survives to make it at least possible to get it restored.
- if that isn't possible, the item is destroyed or lost and the PC can get the points back - or move them over to a new item that just so happens to suit them as well as the previous one, player's choice. This can be a found item, if the value is roughly similar (for Signature Gear) or suits the character (Weapon Bond), again, player's choice.
Notes: I could have gone one of two ways on this. Way one would be "rust monster destroys your Signature Gear sword, you get the points back." Way two would be the above. I went with way two because of two issues I saw with way one. One is munchkinism, where you use Signature Gear to get good stuff that you can't lose but if you want to upgrade it or trade it in, you fight monsters that can destroy it and box yourself into a case where you must lose the gear. Argument ensues. The second is it feels meaningless to have Signature Gear if it's just going to be found again if you lose it but otherwise is just as vulnerable to nasty monsters.
And that's how I have rust monsters and Disintegrate spells co-exist with plot protection in my Felltower game.