by liahgeron » Thu Oct 23, 2014 8:49 pm
So, I was actually making the assumption that items were not grants save for the grant 1 protection and grant 1 armor, hence why those two are specified as such. I was instead treating them as "imbues" that are passed around, not unlike magic items in games like Mirror, Mirror and Madrigal that had abilities of their own that you can spend separate from the grant system. Since items can be passed around, it makes them a bit strange to consider as grants since we have to keep the tag on us rather than expend uses then get rid of the tag. I would argue that making them grants makes them allot less useful if you have to spend "uses" of an item that sticks it to a single person rather than being able to hand a protective Resist off to someone going on a dangerous module. Not to mention the way stacking limits of Grants would interact with multiple items. Though I will admit this doesn't really address the delivery method problem. :p
Also, as a note since it came up this session, Parry and Resist are effectively the same thing in the current Accelerant Rules. In the crafting book, Resist is limited to the effects that you can craft, while parry is a general smart defense yet they cost the same. This means that, if you had a Parry crafted item, you can "parry" the BMV paralyze effects that were being used during session to simulate speed or a scene change. I mentioned something like this previously in the Crafting Beta, but, considering that this would potentially allow us to bypass a role-play effect, I felt I should bring it up again.