I'll admit, the random magic item generator is interesting to me. I don't want to sound too critical, but as a whole, I've not seen it give anything all that promising in comparison to a lot of magic items that were available from the quest before the change. Even so, I'm not discouraged; I suspect it may just be because it doesn't appear that a whole lot of quests were really affected.
In fact, most quests give no rewards aside from Glory (and possibly minuscule experience?). Some quests offer reeeeally weak rewards in comparison to the task completed (there's quite a few high level quests like that, just off the top of my head).
Realistically, I'd like some of those quests targeted to give more rewards aside from one glory, a pat on the back, and maybe the mob smiling at you now when you enter the room with them.
Magic Item Randomization Expansion
Magic Item Randomization Expansion
This land shall come to the God who knows the answer to War. -Ninety-Nine Nights
Re: Magic Item Randomization Expansion
I don't know though, I got a nice one a few days ago, from a relatively easy quest. Five minutes - done - and got a +1 Attribute item. Was also for a wear location that you do not see many enchanted items for, so that was also a plus.
Might be that they are still tweaking the generator and it will be added to other quests in time. Either way, I like it for the most part, its just one more thing to keep all the PC's from having completely identical equipment. (Maybe incorporate a "difficulty class" rating for quests that use the generator. So you complete a quest, the generator "sees" that its a DC 10 quest and rolls the reward based on that.)
I'm also enjoying the new outlook on the items generated by it. For example, instead of the items purpose being blatantly displayed for all PC's - with strings like "boots of darkness", "cloak of invisibility", or "slippers of spider climbing" - it strings them as normal looking items like "a pair of dull black boots", "a shimmering gray cloak", or "black spider silk slippers". So the only way for anyone - including the PC receiving the reward - to know the enchantment (if any) is to have it identified (more wizardly RP). Some of the items even display lore/history of the item when identified like tabletop, which is even mo' betta.
Might be that they are still tweaking the generator and it will be added to other quests in time. Either way, I like it for the most part, its just one more thing to keep all the PC's from having completely identical equipment. (Maybe incorporate a "difficulty class" rating for quests that use the generator. So you complete a quest, the generator "sees" that its a DC 10 quest and rolls the reward based on that.)
I'm also enjoying the new outlook on the items generated by it. For example, instead of the items purpose being blatantly displayed for all PC's - with strings like "boots of darkness", "cloak of invisibility", or "slippers of spider climbing" - it strings them as normal looking items like "a pair of dull black boots", "a shimmering gray cloak", or "black spider silk slippers". So the only way for anyone - including the PC receiving the reward - to know the enchantment (if any) is to have it identified (more wizardly RP). Some of the items even display lore/history of the item when identified like tabletop, which is even mo' betta.
Re: Magic Item Randomization Expansion
The item descriptions are amazing!
A lore skill/feat would be nice too, though.
A lore skill/feat would be nice too, though.
Chars: Aryvael et all.