Gungnir
2007-04-13, 06:33 PM
Me and my friend were tossing around the idea of porting Monster Hunter (http://en.wikipedia.org/wiki/Monster_Hunter) to a tabletop setting, in our case Exalted, but the general concept could be applied to D&D as well.
In the game, on advance by doing missions which generally involve aiding giant dragon-like wyverns along to their inevitable bucket-kicking. You carve items off their carcasses and use them to make progressively better armor and weapons, with different effects. Every character has the exact same hp, stamina, attack speed/strength, base armor, everything; the only dividing factor is what type and which weapons they use (and occasionally what their cats cook for them, but that's neither here nor there).
Now my question are these: How do you handle the harvesting of materials like this as a method of improvement and prevent repetitiveness? Hunting a certain type of creature gets old after a while, and with our large party, it wouldn't make sense for everyone to get Armor X after killing a single Creature X. And how would you divide the items you did get? Surely, to make the best items, you need the rarest items, so what decides who gets the rares?
In the game, on advance by doing missions which generally involve aiding giant dragon-like wyverns along to their inevitable bucket-kicking. You carve items off their carcasses and use them to make progressively better armor and weapons, with different effects. Every character has the exact same hp, stamina, attack speed/strength, base armor, everything; the only dividing factor is what type and which weapons they use (and occasionally what their cats cook for them, but that's neither here nor there).
Now my question are these: How do you handle the harvesting of materials like this as a method of improvement and prevent repetitiveness? Hunting a certain type of creature gets old after a while, and with our large party, it wouldn't make sense for everyone to get Armor X after killing a single Creature X. And how would you divide the items you did get? Surely, to make the best items, you need the rarest items, so what decides who gets the rares?