by Tesuji » Sat Jul 26, 2003 6:50 pm
There are multiple factors for device. Each device will have its own levels of the individual aspects or flavors of the problem. As long as the total problems remain about the same, the individual flavor variances do not matter.
the big four are...
taken away: Some items are easier to take away than others. Something like armor might simply be a case of a scenario starting when the character is out of it and cannot instantly suit up. For guns disarms could work. i would not let a ring be taken away unless it was after a grapple-pin or a helpless situation.
break down: To me this represents failing due to damage. A gun which is targetted and damaged, an armor suit which gets pounded on, and while a magic ring might not be targettable reasonably, it might be more fragile and thus break from area attacks. Some devices may not even be subject to damage, but still be devices.
malfunction: Ths is for more circumstantial problems. The device simply goes haywore, out of control or starts not working properly but not really due to attacks. This one is wide open due to FX. A powered armor suit might go haywaire as a virus put in by a disgruntled developer kicks in or it might be a fluke thing from unusual sunspots. A magic ring might suddenly go all hellraiser on you after a botched demonic summoning puts out waves of chaotic magic across the city, so that using the ring before doing proper cleansing rituals, is dangerous... which makes going off and dealing with that botched summoning even more problematic.
run out of juice: Hey, who says that power core never has its bad days. This one is especially apropos for those smaller items which are not targettable. having the ring run out of juice while the magic staff is still charged up is a nice bit of FX tradeoff. One sub-item for this one is the "cooking off charges" approach, where as a side effect of another attack, the energy is leeched out or the rounds cook off. For example, when the character is targetted by a MYSTIC DRAIN, even if HE saves, the magic ring loses energy, or even if saving against a lightning blast, the gunslinger's ammo cooks off and he has to toss his "spare clips" and suddenly ammo is in short supply.
I am sure you can come up with a dozen or so other good examples based on whatever the FX are for the device.
The key is simple, in MnM its not a simple static predefined limited set of options. The big four covers a wide range of possible situational flavors. If you guy has a magic ring instead of a staff, thats fine. Do not use "shot in combat for the ring but let circumstances play on its small and fragile nature with more malfunctions and more out of juice problems.
mix and match.
The points don't make balance right, balance in play proves the points right.