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Ah, I guess that makes more sense. So they were anticipating that people would want more gear at least, just not that they'd be willing to just buy it!
Wow, guess they underestimated a possible source of revenue.
That also makes me wonder if more gear is universally wanted everywhere, or if it's just a couple hundred crazy nuts on SRrealms!
The problem I see is that certain color/size dice are never available by themselves. In fact, you are always better off taking more pieces of gear than one piece that gives you lots of dice.
The more gear that comes out the more likely they are to start producing gear that is invariably "useless". For instance, if you get something that provided a rd12 by itself for 7 points and a red shield for 1 or 2, why would anyone use the air spirit?
Very true point Crasher, if you're looking at the gaming side of the gear.
Being the toy nut that I am however, I just want to see more weapons and gear and stuff that I can put onto my figures to make them look cooler!
Yeah, this is a horrible thing for the gaming envionment to just throw caution to the wind for cool looking stuff, but as long as they put out stuff that is very similiar to what's out now, just with different gear, I'd be very happy.
From a toy standpoint I also want to see more gear. But I think that if the game degenerates too much, the toy value will not be able to sustain the product line.
The larger pieces of gear being avoided in favor of stacking equivalent smaller pieces has been troubling me as well. For instance, if you want 2 red D4s, it's much better to take 2 dragon amulets, than Lothan's fireball satchel.
I have been toying with some campaign rules that would make the larger items more attractive, though. In the campaign setting, the characters must buy their gear with the earnings generated in each scenario. The basic formula would be something along the lines of:
item_cost = BASE_COST + ( SLOT_COST * slots )
I have yet to determine what the reasonable values would be for BASE_COST and SLOT_COST, but for example's sake let's assume BASE_COST = 30 and SLOT_COST = 10. With these values a 1-slot item would cost 40, a 2-slot item would cost 50, etc. The 3-slot dragon amulets would cost 60, and the 6-slot fireball satchel would cost 90. So in order for one of my characters to equip 2 dragon amulets at a total cost of 120, they would have to pay 30 more than if they purchased the single fireball satchel.
Of course, while this could provide a bit of incentive in campaigns and scenarios, it doesn't really do anything to address the issue of "gear devaluation" in standard gameplay.