Would you play a game with no combat items? There would still be items to bolster social interactions, stealth, and other out-of-combat activities.

Would this impede your sense of advancement, or are character feats and non-combat items enough?

I am working on a game with a magic system for combat. It is already complex enough that I prefer not to have combat items. Any thoughts would be much appreciated.

  • crbnOP
    link
    fedilink
    English
    arrow-up
    1
    ·
    1 year ago

    So I should have been more specific. While I like those kinds of games as well, in this case I am thinking of a medium-crunch game that does include frequent combat. The combat is magic-based, but is already complex enough that I prefer not to have items.

    That said, I am also thinking about mechanical novelty for stealth and social interactions. It seems it will be less involved than combat, so there likely will be items for stealth and social aspects.

    • Seeker of Carcosa
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 year ago

      Ah. Are you aware of Mage: the Ascension and Mage: the Awakening? Both World of Darkness books; mechanically crunchy with a strong focus on magic as a solution to all situations. Looking at established systems that have already done something similar can help with ideas.

      For a slightly different spin, I just picked up the Black Sword Hack yesterday. In terms of combat items, there are actual listed combat items but it’s all fluff really; every weapon is d6 damage. Maybe that would be another thing that interests you: weapons are abstracted to the point of players being able to buy/find “a weapon” which gives you a basic action.

      • crbnOP
        link
        fedilink
        English
        arrow-up
        1
        ·
        1 year ago

        I am aware of them, but haven’t read them. In the past World of Darkness has thrown me off with its lack of conciseness, but maybe I should give those a shot. I remember hearing something about a very philosophical and open-ended take on magic in one of those that did seem intriguing.

        Can’t say I like the idea of specifying combat items, but having them all mechanically identical. Seems simpler to just not specify them at all then.