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General Tabletop Discussion
*Pathfinder & Starfinder
Opinions please on these two player created magical items.
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<blockquote data-quote="udalrich" data-source="post: 6017014" data-attributes="member: 53796"><p>I don't see a problem with the first item. Basically, it helps prevent a character deaths, which are never fun. It will also become less useful as the party goes up in level. At higher levels, damage output increases and you tend to go straight from conscious to dead, completely bypassing the dying state.</p><p></p><p>The second item at least requires some thought, and depends on what sort of campaign you want to run. If you want a grim iand gritty campaign, I would not allow it. If you have a fun, light-hearted campaign, it seems reasonable. It takes away hit points/cure spells as a limited daily resource, which does mean that the party would have a bit more endurance and the healer will effectively have a few more spells per day.</p><p></p><p>An item with infinite charges often costs twice the same item with 50 charges. This is almost three times the cost of a cure light wounds wand, and much less effective. </p><p></p><p>After a rough battle at 10th level, it's not implausible to need to heal 200 points of damage in the party, which will certainly run out any minute per level spells and cut into the duration of the 10 minute per level spells. You can also occasionally negate it by forcing them to continue moving, either through time pressure or by having a slow but very powerful monster than they need to flee whenever it gets close.</p></blockquote><p></p>
[QUOTE="udalrich, post: 6017014, member: 53796"] I don't see a problem with the first item. Basically, it helps prevent a character deaths, which are never fun. It will also become less useful as the party goes up in level. At higher levels, damage output increases and you tend to go straight from conscious to dead, completely bypassing the dying state. The second item at least requires some thought, and depends on what sort of campaign you want to run. If you want a grim iand gritty campaign, I would not allow it. If you have a fun, light-hearted campaign, it seems reasonable. It takes away hit points/cure spells as a limited daily resource, which does mean that the party would have a bit more endurance and the healer will effectively have a few more spells per day. An item with infinite charges often costs twice the same item with 50 charges. This is almost three times the cost of a cure light wounds wand, and much less effective. After a rough battle at 10th level, it's not implausible to need to heal 200 points of damage in the party, which will certainly run out any minute per level spells and cut into the duration of the 10 minute per level spells. You can also occasionally negate it by forcing them to continue moving, either through time pressure or by having a slow but very powerful monster than they need to flee whenever it gets close. [/QUOTE]
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Opinions please on these two player created magical items.
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