Instead of changing how magic items work, why don't you add a new type of magic item to your game? (Could be LCO and implemented immediately) Instead of having a short time expiration, it lasts at least 2 years and the magic item only becomes charged for the market day ONLY when you spend money...
Gandian,
You've had many reputations and titles, and I don't know that you deserve any of them. So I'm going to give you one that is both accurate and merrier. I hereby proclaim you, Gandian Fancy Pants.
Hunter Davion
Fynwei, I'm mostly playing devil's advocate here, but I still think the game system has this huge grey area that says, "You can do cool things outside of combat, but it's up to your plot to do those cool things (if at all). But here's 100 pages on combat, things that make you better at combat...
If I buy 2 proficiencies, each time I hit, I'm getting a "second hit" in for free. We also have skills that automatically make someone else *miss* when they hit.
Imagine these two scenarios. In each one, it is the same player with the same OOG skill in RP. He has the same amount of charisma...
Why even have a rulebook at all?
When you say things like, "Oh, my chapter owner, 'Work's his butt off so we can have an amazing game' does all sorts of amazing things with the diplomacy side of things" you're settling for a nonexistant system that could provide your owner with better tools...
The thing is that you can turn your first sentence around on itself. "If you can learn IG skill with weapons through BP, you should also be able to learn IG social and diplomatic skills with BP." In no way am I advocating social skills bought with BP. What I believe is that the very mechanics...
The alliance LARP mechanic system supports making characters powerful in combat. First of all, most purchasable skills make you more effective in combat. Their are only a few skills that are applicable out of combat like alchemy and gypsy curse. However, they also are effective in combat...
My chapter is in its infancy and there aren't very many organizations at all. Almost all of the proposed organizations are merchanting or profession related. But in other chapters, I've heard of gambling guilds and the such that are non-obvious, relevant and unique. If there's something neat...