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Variation on Themes(by MwaO)
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<blockquote data-quote="MwaO" data-source="post: 7097314" data-attributes="member: 12749"><p>Alchemical items have a lot of problems because they don't scale properly and in multiple ways. And if you don't take an attack item, then you don't have a free attack granted to you by your theme.</p><p></p><p>Here are the basic problems, even for the solid options:</p><p>Unless the item is in hand, it is a minor action to draw it out. Obvious ways around this that are good even and in themselves.</p><p></p><p>The attack bonus is at best level+5 once you get the +2 to hit. Except level+5 isn't your level. It is the level of the item+5. Which can be up to 4 lower than yours.</p><p></p><p>Damage almost never scales properly. Adding +1d6/5 levels is basically meaningless - either you kill the minions with the item or you don't.</p><p></p><p>Items that are good independent of level are eventually of negligible cost. Sweet Water is 20 gp. When you get 500 gp per encounter, who cares? Suppression Crystals that cost 40 gp when you make 5000 gold per encounter? Oil of Etherealness is an exception to this, but waiting until 20th level?</p><p></p><p>Giggle Dust & Pacification Dust are both strong for what they are, but one's Dungeon Magazine and the other is a Rare. And eventually, a Wizard's encounter options are likely stronger than either of them. Simply because of what Enlarge Spell feat means...</p></blockquote><p></p>
[QUOTE="MwaO, post: 7097314, member: 12749"] Alchemical items have a lot of problems because they don't scale properly and in multiple ways. And if you don't take an attack item, then you don't have a free attack granted to you by your theme. Here are the basic problems, even for the solid options: Unless the item is in hand, it is a minor action to draw it out. Obvious ways around this that are good even and in themselves. The attack bonus is at best level+5 once you get the +2 to hit. Except level+5 isn't your level. It is the level of the item+5. Which can be up to 4 lower than yours. Damage almost never scales properly. Adding +1d6/5 levels is basically meaningless - either you kill the minions with the item or you don't. Items that are good independent of level are eventually of negligible cost. Sweet Water is 20 gp. When you get 500 gp per encounter, who cares? Suppression Crystals that cost 40 gp when you make 5000 gold per encounter? Oil of Etherealness is an exception to this, but waiting until 20th level? Giggle Dust & Pacification Dust are both strong for what they are, but one's Dungeon Magazine and the other is a Rare. And eventually, a Wizard's encounter options are likely stronger than either of them. Simply because of what Enlarge Spell feat means... [/QUOTE]
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