Beran wrote:Exactly! So, then how do you explain a PC with a set of ordinary chain mail in one game then over the next FP he add the third quaility to it then "poof" it is suddenly Mithril chain?
I don't. It doesn't happen in my game and I wouldn't agree with it happening in anyone else's as a solution.
Beran wrote:He didn't say he was going to go looking for a mithril shirt (good luck with that) or that he found a smith that could make it for him (and that) or that he was spending the money (Treasure points)...how many treasure points for the Shire again? But, yet he has a nice shiny mithril shirt now.
Where's this shirt come from again, Beran? If the
theoretical LM has allowed it in his game then he's already come up with his houserule for it so how do you know whether he's found it, made it, or bought it? Or not?
Lets not lose sight here as it looks like we've (collectively) started critiquing the RAW here for something that is
possibly going to happen in some
theoretical gaming group because the players and LM in that make believe group want to have a Mithril shirt. It's up to them to come up with a solution that works for them as the RAW doesn't currently cover it. Some decent enough options have been offered up here, not all of them are going to be acceptable to all LMs, but one or two are - even if they need a little tweaking.
Beran wrote:The other things like keen and fell I can kind of see as being ok in a game if I squint hard enough. If the player said that he was looking for a master smith on his FP then I can see it realistically being added. The smith improved the edge or even replaced the the blade with one of better quality metal that holds an edge better or added more weight to the blade. The problem arises when the PC starts with a storied family item; for example one of my pbp playes came up with a back story for his sword; making it a special item right of the get go. So, how do you explain changes made in that case. Like Aragorn, this player isn't going to give up his family heirloom to get a "better" sword with a new quality, and probably isn't going to be too keen on having a smith tinker with it when they don't absolutely have to.
He doesn't have to, like I said in a previous post (as have others) the quality was always there. The player then purchases it with XP and so it then becomes 'active' in the characteristics of the weapon (and therefore the character) as it's now important (due to the quality being purchased). Just like how character traits can be swapped out.
As a side note, and this is worth stating as I've struggled for years with some games, if you don't like these kind of non-simulation type solutions then it may be time to take a look at whether TOR is the right game for you as if there are too many of these issues that you have with the game then it may be time to call it quits. TOR has some very abstract concepts which often don't lend themselves to 'real world' solutions or explanations. I see that as a strength of the design but I can see why others would think exactly the opposite.
Beran wrote:Perhaps what is required is to stipulate that a PC has to come up with a back story to explain how the new chagnes were added dring the FP.
Not necessarily. As above, the reasoning can simply be that the quality has been paid for so it's now of mechanical importance within the game.