From Development Log
The second module in Spark is Forge, and brings out my interpretation of armor in LIGHT.
A huge component of playing Destiny is grinding out for gear. Whether its weapons or armor, you are seeking out just the right loot to fit your play style.
Loot is something that I’ve wanted to introduce more clearly in LIGHT, beyond the little bit in the Lighthouse module. Forge is the first step in doing so, by bringing armor to the game. Rather than breaking up armor into a bunch of individual pieces with their own bonuses, you just have 1 piece of armor when you go on a Strike.
But that deviates from Destiny so much! That’s true, but LIGHT is supposed to be fast in play, and if you are tracking a bunch of small bonuses across your class, weapons, and individual armor pieces, well…it’s going to start feeling like 5E, and nobody wants that.
Armor can be upgraded, and it requires the Beacon to do something that is fitting of what the armor is supposed to do. This rewards players who lean into their class type and choose an armor piece that fits the way they like to play.
Casts are the other thing in Forge! Grenades weren’t in the core LIGHT rules, but I knew I wanted them eventually. Grenades are one time use actions that Beacons can take in a fight, that will help swing things in their favor.