In general, we could re-implement the standard we had back way when. The highest tier equipment is virtually unobtainable, and it scales with rarity and expense down the line.
BUT that would also be muddy now, because the majority of high level equipment now comes from bosses. Dragon armor is buried artifacts and that's plausible enough to dig up. Killing Nex? Clearly that's a game mechanic (although Vorago is only subdued when he's beat but wtf ever lol). You could just say that the GWDs equipments is just general equipment from the factions, Malevolent would be like a grossly extrapolated Barrows (at least I personally think Barrows isn't unique because the wight* regenerate), crystal armor could be explained the way it is currently (one would have to go to another world and risk their life against some seriously tough *******), and so on and so forth.
Not perfect, but it's more or less the same mentality behind 'item scaling'. Using an item for its appearance but it isn't what it really is. Except, it would mostly be what it is, just didn't quite come from where it comes in game mechanic. Does that make sense?
And some of those gray areas, like dragon equipment, is whatever. Dragon would still be relatively rare, but they'd be signs of wealth rather than power.
And someone would probably be quick to ask, "What's the benefit of changing this at all?".
Forgetting that being aligned as close as possible to the game makes everything more simple; an acknowledgement and acceptance of more powerful equipment in our canon would be more steps on the road for character progress. A merchant acquired dragon armor back then? They pretty much just won the trade game. A merchant acquires Tuskan equipment from Mazcab now? Ditto. An adventurer has dragon back then? Watch the **** out, yo. An adventurer has Tectonic now? Run *****, run! It's just a bigger ladder. I think that's cool.
Save yourself.
Savior self.
27-Apr-2016 21:25:24
- Last edited on
27-Apr-2016 21:31:01
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DMMetalaane