BiggusGeekus
That's Latin for "cool"
I know there's some distaste for World of Warcraft amongst some folks in these forums, but the game design challenges MMORPG designers go through can be similar (and sometimes identical) to the ones PnP RPG designers go through.
It is with that in mind that I came across an interesting encounter-based mechanic for the upcoming Death Knight in WoW...
http://blue.cardplace.com/newcache/forums.wow-europe.com/394469665.htm?posts=2
So they have abilities/enhancements and those can change from time to time. Imagine in D&D if a class could do something like that. Sort of like the Artificer in Eberron. You could take one game hour to place an enchantment on a sword that gave you +2 CON or +3 damage or maybe could cast cure light wounds once every 5 rounds.
You'd have ongoing customization. You wouldn't want the character to automatically get the ability to create these things, you'd want to make him work for it a little (though I feel the same way about spells and feats). The DM can still surprise characters with something like Trolls, but the characters can regroup have their guy put +1 fire damage on his weapon, and then go back into the troll cave (or whatever).
Food for thought at least.
It is with that in mind that I came across an interesting encounter-based mechanic for the upcoming Death Knight in WoW...
http://blue.cardplace.com/newcache/forums.wow-europe.com/394469665.htm?posts=2
WoW person said:The runes they inscribe on their weapons are their mana pool (of a sort). As they use their abilities, the runes will be exhausted. After a period of time the runes will refresh. So, they don't have a traditional type of mana pool. You'll most likely see some screenshots of it, but the Death Knight (at current) has three different types of runes that they can inscribe on their weapon: Blood, Frost, and Unholy. Runes can only be inscribed out of combat ( all of this is subject to change as development continues.)
The rune types don't dictate a new damage type, they're simply a resource that spells and abilities will use when you activate them. The spells and abilities won't necessarily be "blood, unholy, or frost" damage.
Imagine it being three different energy pools which you can change the size of before you get into combat.
So they have abilities/enhancements and those can change from time to time. Imagine in D&D if a class could do something like that. Sort of like the Artificer in Eberron. You could take one game hour to place an enchantment on a sword that gave you +2 CON or +3 damage or maybe could cast cure light wounds once every 5 rounds.
You'd have ongoing customization. You wouldn't want the character to automatically get the ability to create these things, you'd want to make him work for it a little (though I feel the same way about spells and feats). The DM can still surprise characters with something like Trolls, but the characters can regroup have their guy put +1 fire damage on his weapon, and then go back into the troll cave (or whatever).
Food for thought at least.