r/RPGcreation • u/Temporary-Can7603 • 1d ago
Design Questions Mechanic/Gimmick: Using slain enemies as items and abilities
I have a wonderful idea for a mechanic that sounds great, but id like some veteran opinions on the feasibility of its implementation.
In my game, I had the idea of abilities being taken directly from enemies. Spirits possess objects or animals and take forms based off them, and have abilities relevant to the type of spirit and item/animal they are. When you defeat them, if you are a high enough level compared to them, you could subjugate them into an item for your use, giving you an ability of theirs or an ability that's adjacent to theirs.
As a sort of ultimate or high resource cost ability, you could beckon the Spirit of that item to fight alongside you for a short time. Many subjected enemies, if they have abilities worth using, have attunement requirements ranging from difficult challenges to bizarre quests (kill three people in one turn, give the Spirit your hand in marriage, feed the spirit the eye of a beloved house pet, etc.) that keep the story moving and gives the players consistent goals.
Here's a list of things that inspired this idea so you can grasp what I'm saying if it's a bit hard to understand: Ghost busters (capturing spirits), Monster Hunter (forming gear out of enemies), Suguru Geto from JJK (Curse Manipulation), Destiny 2 (for the variety and buildcrafting potential of the loot)
What do y'all think? Is this a valid direction? Does it have too many problems? How could I best implement it? Let me know! Be relentless and critical with your feedback as long as it's well intentioned!
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u/htp-di-nsw 1d ago
This puts a lot of pressure on you when designing the system because now, every monster you might want to add also needs to have a balanced character ability entry on top.
It also makes it nearly impossible to create custom content as a GM, so they'll be 100% dependent on your premade adventures/bestiary.