"Suggestion" is emphasized.
The amulets of power were a neat mechanic. To me, they represented how a particular companion would learn something - gain a particular knowledge about him-or-herself through that particular quest. Which worked for me, from a roleplaying standpoint. Needless to say, when they were taken away, it was a letdown. Yeah, I guess the companion still learns something during that quest, but I liked the physical reinforcement of that idea. The only problem with them was that they were too easily exploitable. In theory, you could fastload or revisit the area to gain multiple amulets. My solution would allow them to reinstate the amulets without making them exploitable.
Make them requisitions instead, that the player would have to craft at a requisitions table like Mercy's Crest. You're only ever going to get one of those requisitions at a time, so that would remove the exploitability without removing the function.
Thoughts?





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