I really love the idea behind the effort mechanic, but there are a few things that really bug me.
- Weapon/Tool are the same category. Not being able to specialise your character in either of the two seems like a huge missed opportunity
- If something upgrades your effort type, you loose your former bonus, which might leave you worse off (A fighter with +3 in Weapons but +0 in Magic/Ultimate would get no benefit from a magical sword which does magic/ultimate effort).
I thought about it for a while and my idea would be a slight change to the effort types, as follows:
POOR (d4): when you lack the necessary tools or they are of bad quality
BASIC (d6): the standard case
OUTSTANDING (d8): you have exceptionally good tools, a master-crafted weapon, a detailed map for the place you’re navigating etc.
MAGIC (d10): magic does everything better and magic tools/weapons are the best you can get
ULTIMATE (d12): reserved for crits and really epic stuff
Now instead of bonuses tied directly to these effort types, I would allow my characters to be trained in stuff like fighting, tool usage, casting or even just use their ability modifiers as bonuses to effort. The idea is that now you can freely combine a bonus to whatever effort type fits the circumstances (your +3 bonus to fighting stays, no matter if your using a poor or high quality weapon).
I’m still relatively new to ICRPG, so i wonder if anyone already tried something like this or if anyone has an argument why this would not be a good idea…?