resources
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resources
2 question in one post:
1) I feel lame, but can't find where it says how many resources you can hold without a container.
2) Can resources be found/ gathered in game. Ex: I want to spend game to go foraging or whatever for a food tag. Does it work like that?
1) I feel lame, but can't find where it says how many resources you can hold without a container.
2) Can resources be found/ gathered in game. Ex: I want to spend game to go foraging or whatever for a food tag. Does it work like that?
a follow-up
Okay, heres a further clarification:
Is there a way to have a backpack with your starting equipment? What does it cost?
Is there a way to have a backpack with your starting equipment? What does it cost?
The reason for my question on amount carried is because the phys-rep for mystic are usually little crystals. I'm not try to get away with something or go around the rules. I just wanted a clarification. Thank you for the notice.
Knight of the Frozen Way, Sir Andian Eannon
"Law is mind without reason."
--Aristotle
Verity and Equity
"Law is mind without reason."
--Aristotle
Verity and Equity
So in carrying craftware items we have hide resources, supply resources, food resources, iron resources, mythril resources, silver resources, mystic resources, magic components, magic upkeep, commodities, and weapon/armor upkeep. I'm sure I missed something. And having been confused about it myself, I'm sure others could get confused between mystic resources and magic components. Especially those who don't use them often.
Knight of the Frozen Way, Sir Andian Eannon
"Law is mind without reason."
--Aristotle
Verity and Equity
"Law is mind without reason."
--Aristotle
Verity and Equity
- Kalphoenix
- Town Member
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- Joined: Sun Mar 27, 2005 11:45 pm
I'd suggest keeping the tags as long as tags for items is still important.WayneO42 wrote:We will make an official anouncement on that before the season starts. I personally want to get away from tags as much as possible and would like to go to crystals but nothing official has been decided
Having some in game items tagged and others not is only going to create more confusion.
Arthur Dreese - West Michigan
I just want to see tomorrow, day by day to just survive. / But this place is built to kill me. No one here gets out alive. ~Alice Cooper "Cold Machines"
"Beware the designer who does not design to play his own game." ~Justin Achilli, Vampire: the Masquerade Developer
I just want to see tomorrow, day by day to just survive. / But this place is built to kill me. No one here gets out alive. ~Alice Cooper "Cold Machines"
"Beware the designer who does not design to play his own game." ~Justin Achilli, Vampire: the Masquerade Developer
Resources... Crystals and Tags
Good question.WayneO42 wrote:If we had coins, would we need to tag them?Torakhan wrote:I'd suggest keeping the tags as long as tags for items is still important. Having some in game items tagged and others not is only going to create more confusion.
Does a sword need a tag?
The "Coins" do not phys-rep anything but the metal coins that they are.
Mystic has in-game mechanics with rules.
Now, if Coins have a mechanic to them (You may use this coin to X, or Y with the use of A or B, etc.) then they become more than just the physical item that they are. Mystic crystals have mechanics and represent items beyond what they actually are (they are the broken components of Mystic resources too. How are you going to break paper into crystals?)
But if you think that a physical crystal is enough to represent a mystic component (or resource), then why can't a sword be tagless too? It can be used and broken just as a crystal could be that is not tagged.
When I steal someone's sword, I need to get the tag. When I find someone's sword tag on the ground, I've found the sword In Game and simply need to find the phys-rep, correct?
I agree. We shouldn't need separate tags for things. If I have the phys-rep, that should be good enough. I shouldn't need a/the tag. But right now the rules are based around tagged items. Tags are more important than phys-reps for mechanics reasons. By having different rules for different things (this is an in-game item that does not need a tag. What else doesn't need tags? What does?) creates difficulties when it comes to the rules and players understanding what is needed and required is all.
I'm all for the crystals being good enough without tags. I just want that followed through through the rest of the mechanics.
... then we get back into the need to phys-rep all resources, attaching the tags to all weapons/shields/armor/items (maybe normal swords do not need to be tagged when they are being phys-repped unless they have a quality that is not "normal"?)... etc. etc. etc. -- not that I have any problem with this scenario either.
*edit #3 If this needs to go private, or to another thread, that's fine too... I didn't mean for this to get so wordy.
Arthur Dreese - West Michigan
I just want to see tomorrow, day by day to just survive. / But this place is built to kill me. No one here gets out alive. ~Alice Cooper "Cold Machines"
"Beware the designer who does not design to play his own game." ~Justin Achilli, Vampire: the Masquerade Developer
I just want to see tomorrow, day by day to just survive. / But this place is built to kill me. No one here gets out alive. ~Alice Cooper "Cold Machines"
"Beware the designer who does not design to play his own game." ~Justin Achilli, Vampire: the Masquerade Developer