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Old 03-24-2005, 11:04 PM   #100
Yui Unifex
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Join Date: Apr 2002
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Question

Indeed, furniture is just a simple application of a general objects and materials system. The same rules that (should) apply to economic pricing, availabilty and in-game effects on the materials craftsmen use to create weapons and armor should apply equally well to common household items. There is no world consistency reasons why it shouldn't, although there very well may be game design reasons.

The only difference between a suit of bone armor and a bone couch is the weight, name, description, wear location, amount of protection afforded and maybe the shopkeeper selling it. These things are usually trivial to manipulate through builder utilities, unless the system is so poorly designed that there needs to be a special case for something so trivial.

There is a substantial case for using a general system -- The same affects that apply to enchanted armor can and should apply to enchanted furniture, such as a king's throne that grants bonuses to wisdom while one sits upon it, a cursed bed that has detrimental affects for those who sleep on it, or even a bench at the town square that grants regeneration bonuses.

And this is precisely why I'd rather be working on a general objects and materials system than simple applications of it. It's so much more interesting than the narrow-minded suggestion you provided. Like I said, we've got different audiences. I'm sorry you don't have the maturity to respect that =). Oh, and your mom says hi.
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