Castilliano wrote:
This. My group left the dungeon for one night and then managed to complete the mission on the second go with no issues at all. It was a hard fought win even with that, but it is completely acceptable.
I am also confused by a lot of this. It seems overly complicated to the old "One item per slot" style of Item restriction. The way I see it is, if I have to spend an RP to Invest the item to me, that should be all that is really needed except on items that have RP cost in the actual description. Why does it need to be more complicated than that? I get that this is to prevent the "I have a 18 magic items on my character" trope, but I think it is enough of a restriction to a fighter with a 10 CHA that only gets one RP at 1st level, while the Alchemist with his 18 INT has 5 RP to play with. I know the alchemist has to use RP to make their formula, but could instead just invest every magic item the party finds for the first few adventures.
So, I have always played that an efficient Quiver can hold Crossbow Bolts. However, I am being told by a new group that it was never intended for that use and that I can only put the exact items listed in the description in it. I cannot see why and would like to know if there has been a ruling on this?
Lane_S wrote: My suggestion, expanded on in other threads, is that the BP you get at each level comes from the salvage of ships you capture or report locations of. Let's say you capture a tier 4 pirate ship. You lay a claim on it and report it to your favorite salvage yard. They handle the recovery and either scrap it or find a buyer. In either case the funds do not come instantly. That ship could provide BP for 4 levels as they sell components or use the to modify your ship. ^^^^ THIS!! ^^^^ This is how I will be handling it in my game. |