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Ruaridh
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Posts: 45
(30/7/06 7:39)
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Limited lifespan items
Has anyone else noticed the power of limited lifespan items? By limiting the life of an item to 70 years (which may as well be forever, given the pace of the game and the fact that, in 70 years, the owner will be able to create a far better version), the creator doubles the amount by which his lab total exceeds the effect level. So, with a lab total of 45, the creator could invent a 6th magnitude item in one season. A 6th magnitude spell, in contrast, would take two seasons.

Is everyone okay with this?

SimpleSimon101
Member
Posts: 56
(30/7/06 17:24)
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Re: Limited lifespan items
I'm happy to keep effect expiry (limited lifespan) items in the game, I personally don't think its as powerful as you're presuming.

The reason why effect expiry is not as powerful as you'd think is that as you increase the level of the effect (adding uses per day and penetration etc) your lab total exceeding the effect level drops, while at the same time the required points to instill the effect is reversely raised. Soon X2 multiplier isn't enough to be able to create the item in a single season.
Also remember that this effect does not allow a magus to create effect's he would not normally be able to, it just shortens the time it would normally take him to produce.

Yes the 70 year expenditure is unlikely to come into play; though at 2 game years a session, say 5-6 sessions a year that's only 6-7 years of play, so it's not out of the realms of possibility.
If people are really concerned about game balance I'm be happy to see something like the effect expiry cut in half to 35 years, at least that way it will impact the game in the future. But in general I don't think its that big a deal.

Ruaridh
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Posts: 46
(30/7/06 21:19)
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Re: Limited lifespan items
True, but penetration is irrelevant for many items and the uses per day issue is partly mitigated through form and effect bonuses. A great advantage of items is that you can give them to someone else.

I don't think it's a huge deal, but it does strike me as odd that Laertes can create an item twice as quickly as he can invent the equivalent spell.

SimpleSimon101
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Posts: 57
(30/7/06 23:27)
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Re: Limited lifespan items
A fair point, however spells don't cost Vis, give a bonus to lab totals when inventing/investing similar spells/effects and theoretically can be used an unlimited number of times a day.
To me they seem to even out.

Apologies if this is going off topic.

Ruaridh
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Posts: 47
(31/7/06 18:56)
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Re: Limited lifespan items
I think that spells and items even out as well. The only point I'm questioning is whether we should really double the effectiveness of the lab total in return for a "penalty" that has almost no impact on the game whatsoever.

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