Aktariel wrote:Book of Gears wrote:Diablo II is a great game, but literally every single thing it does with magic items is bad for a table top role
playing game.
Can anyone elaborate on this for me? I can imagine a few things, like the obvious "paying for magic items" but what else? And why are they so bad?
Lets see... some things that DII does:
Socketed magic items
Totems
Health/Mana Potions
???
Memory don't completely fail me now!
I am drawing a blank on the multiple Diablos....can't remember which was which.
Any time you have a video game type "magic mart", then there has to be enough people buying and selling magic items to make a market of them. This brings in the fact that the players in a TTRPG are less than special because odds are people in the world have long since had more powerful stuff than they can handle.
Some people can live with that, others cannot.
Mana is cute, but I have never seen it work in TTRPGs. The closest I ever saw to it was psionics with the points in AD&D and Rifts. Still didn't do very good, and was akin to the vancian casting anyway. You get X allotment of "spells" while a melee class can swing his sword all day long.
4th edition goes to far in giving magic to casters with at-will magic missiles, that make a sword swing seem silly, unless it is magical. Here brings back to the magic mart in that a starting level character would need magic.
The more magic you can acces through a store, then odds are others can get it also, so tougher things you will face.
Such is the failing of a magic mart, unless you are looking for high magic games with no boundaries on the amount of magic items that can be used.
Socketed and totem, are escaping me as to their meaning for Diablo right now.