Consumable Magical Implements

By Terefang, in Genesys

hello

i think this as a modifier to existing implements:

(Consumable N): the implement is easiely consumed in the casting by spending a [Despair] or N [Threat].

OR as a modifier to Spells:

Requires Consumable (X) Implement (-N <d>): the required magical implement used in casting is consumed in the casting unless you spend X <A>.

what do you think ?

The idea of items that are used up somewhat unpredictably (based on negative results) is a good one. You see it implicitly in the "Out of Ammo" Despair result dating all the way back to SWRPG.

On the other hand, there's already the damage track for items as specified in the Genesys CRB on page 89 (and also dating back to SWRPG). Keep in mind that one of the ways a GM can use a Despair at any time is to damage an item one step along that track . So, I'd say go for an item qualities that hook into the existing rules:

  • Fragile X . On X number of Threats, this item is damaged one step.
  • Sturdy . When this item would be damaged one step, the user may suffer 3 strain to prevent it.

For magic items, you might consider an "Unstable" quality, which includes some rating of "Fragile" in addition to other negative effects specific to each magical item (splash damage in wounds or strain, summoning something unexpected, etc.).

Edited by sfRattan
5 hours ago, sfRattan said:

one of the ways a GM can use a Despair at any time is to damage an item one step along that track .

I looked it up to be certain. Page 103 of Genesys Core. It's there but it specifies a tool, brawl, or melee weapon the character is using. I wonder if that means ranged weapons are exempt.

Ah, there we go, page 89 says what you did, that despair can damage items. Interesting that the chart on page 103 for spending dice results in combat excludes ranged weaponry in regards to taking damage from despairs.

Edited by GroggyGolem

looks like:

* the first one option fits the RAW as being an item with only one damage step.

* the second is somewhat setting dependent and can be overpowered if not managed correctly.

59 minutes ago, Terefang said:

* the second is somewhat setting dependent and can be overpowered if not managed correctly.

Both qualities are GM dependent: you pick what items to assign them to. "Sturdy" is only overpowered if you, the GM, assign it to all kinds of items willy-nilly. I added it because it seemed like a natural counterpoint to "Fragile."

My point was only that Genesys already has rules for damaging or consuming items based on use or wear & tear (mechanically: based on negative dice results). It's generally better to adjust the existing wheel than to reinvent it.

If you have a good reason, then another subsystem for damaging or consuming magic items through use is fine, but it won't interoperate with other people's Genesys homebrew as easily or cleanly (which maybe isn't a design goal of yours). I just ask whenever I'm designing for Genesys, "is there already something in the core rules that accomplishes my goal, or something that could be tweaked to accomplish my goal?" I like pluggable modules that have few-to-zero unpredictable effects on other modules I (or any GM) might want to mix in.