Change “Cause & Effect” to “Effect & Focus” so Effect item always work, and focus enhances it but for specific cases.
The devs current plan:
- Change Runes (From d2) to be Cause & Effect
- Create a mysterious item of legend (Consumable)
- Ignore charms
And I suggest this:
- Introduce the concept of Charms:
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- Charms will be socketed.
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- Charms can implement the cause-and-effect mechanic, in a more versatile way.
This will be done by introducing 2 charm types: Effect & Focus
- Charms can implement the cause-and-effect mechanic, in a more versatile way.
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- Imagine adding a charm (And later another) to your weapon:
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- Adding an effect charm gives your weapon extra effect.
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- Adding a Focus charm increases your charm’s effect, but narrows it to specific events. (Attack, get hit, move, etc.)
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- This explains in words how they work, gives purpose to each “rune”, and doesn’t throw the old concept of runes out, and abides by the concept: “Easy to learn, difficult to master. ”
- Consumable items of legend will be renamed to Runes.
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- Imagine etching a rune you’ve found on your weapon (Thus consumable), giving it a power of legend!
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- This gives the item a feeling it’s more personal - like writing your initials, or a blessing on a present to a colleague or friend.
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- Runes now can have a sort of relationship of merging/rerolling toward the rune you try to get. (Maybe a Scribe character will help us with that? Research?)
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- Maybe imbued with one of the three new powers? (Angelic, Demonic & Ancestral?)
Addendum:
Posting this on a thread where I got the idea, it was suggested to use Gems (Or Jewels?) Instead of Charms.
I would love to get constructive feedback on this!