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What is "Good itemization" to you?

For discussing role-playing video games, you know, the ones with combat.
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The_Mask
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Post by The_Mask »

Good itemization is that a Clay Golem cannot be damaged unless you're wielding a +X (1<X) blunt weapon.
Just like Yves, I chase tales
rusty_shackleford wrote: October 28th, 2024, 07:36
Mediocre or bad games can still have parts that are good.
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Lich
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Post by Lich »

Hate +X weapons
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Xenich
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Post by Xenich »

The_Mask wrote: November 20th, 2024, 21:35
Good itemization is that a Clay Golem cannot be damaged unless you're wielding a +X (1<X) blunt weapon.
I like items having pros/cons depending on various encounters which are natural and practical to their specific use.

For instance, when fighting skeletons, using a bladed/piercing weapon should have reduced damage or be ineffective. This concept should follow logically through various types of encounters with different types of weapons as well as attack styles. In doing such, the itemization becomes more focused on different types of weapons and their advantages/disadvantages in different types of combat.

This alone creates depth in itemization without even touching on inherent "magical" bonuses and abilities.

In fact, a well thought out combat system, range of different types of monsters with detailed makeup, and a large selection of different types of items to use and you could make a very deep and tactical game without ever having a single magical weapon in the game.

The whole "bonus", "super bonus", "MEGA BONUS" progression of itemization in games today seems to have missed the point entirely of the system.
Last edited by Xenich on November 20th, 2024, 21:49, edited 1 time in total.