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<blockquote data-quote="BSF" data-source="post: 1747317" data-attributes="member: 13098"><p>Absolutely! I put the flowerbox in there for a reason. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One question: Would it be "unbalanced" to allow the PC to push the flowerbox off the balcony and still pull everything off in a single turn? Suppose they were willing to just take a wild push at it and would have to make a reflex save and it only had a 25% to hit anybody? </p><p></p><p>I would say that depends on your game. If everyone is trying over the top stunts, then it would be "balanced". If one player is more vocal and nobody else is trying it, maybe you should allow it to encourage more swashbuckling? Or you might need to nip it in the bud to make sure everyone is getting the spotlight. </p><p></p><p>It really isn't a hard & fast call. It depends on a lot of factors. As I have said, I wouldn't allow somebody to tell me it was "unbalanced" unless they understood all my reasons for making the call that I do. What works great for one group might be a problem in another. Just be sure you understand your reasons for making a decision on the fly. If you need to, re-think that decision later and bring it up with the group.</p><p></p><p></p><p></p><p>For my current game, I did away with EXP hits for magic items. I am using the Artificer's Handbook as well. I want them to spend the feats, then take the time and raw materials (money investment) to make items. Talk about changes that some people would decry as unbalanced! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> One criticism for the Artificer's Handbook is that some items are too cheap. That might be true, but a lot will depend on your game economy. Mine is running with a lower wealth threshhold. As far as spells go, I still keep the costs in place for those. Down the road I might re-evaluate those but I run a game with enough modifications as it is. There is only so much time in a day. </p><p></p><p>I could never figure out why there would be so much magical arms and armor in the world when wizards are the most likely item creators and they have to blow exp to make them. If I were a wizard, I would be making stuff to buff me up long before I made items that would allow the local warlord to take my head off. *shrug* I guess for henchmen and the like...</p><p></p><p>If you are having issues with spellcasters losing exp while making items, you could house-rule that anyone can contribute exp to the creation of a magic item. This would allow the party to participate and offset the exp cost. Or you could just remove exp costs. At that point your limiting factor is materials. You can use specialized materials that have inherent magic (and an EXP value) that can be used to make items. These could be quested after, or purchased in specialized places. Or you can simply do away with everything except the cost to create. If you do that though, you might want to change it so the PC's pay full price. Whatever works for your game and just be sure you understand why you want to make the change.</p></blockquote><p></p>
[QUOTE="BSF, post: 1747317, member: 13098"] Absolutely! I put the flowerbox in there for a reason. :) One question: Would it be "unbalanced" to allow the PC to push the flowerbox off the balcony and still pull everything off in a single turn? Suppose they were willing to just take a wild push at it and would have to make a reflex save and it only had a 25% to hit anybody? I would say that depends on your game. If everyone is trying over the top stunts, then it would be "balanced". If one player is more vocal and nobody else is trying it, maybe you should allow it to encourage more swashbuckling? Or you might need to nip it in the bud to make sure everyone is getting the spotlight. It really isn't a hard & fast call. It depends on a lot of factors. As I have said, I wouldn't allow somebody to tell me it was "unbalanced" unless they understood all my reasons for making the call that I do. What works great for one group might be a problem in another. Just be sure you understand your reasons for making a decision on the fly. If you need to, re-think that decision later and bring it up with the group. For my current game, I did away with EXP hits for magic items. I am using the Artificer's Handbook as well. I want them to spend the feats, then take the time and raw materials (money investment) to make items. Talk about changes that some people would decry as unbalanced! :) One criticism for the Artificer's Handbook is that some items are too cheap. That might be true, but a lot will depend on your game economy. Mine is running with a lower wealth threshhold. As far as spells go, I still keep the costs in place for those. Down the road I might re-evaluate those but I run a game with enough modifications as it is. There is only so much time in a day. I could never figure out why there would be so much magical arms and armor in the world when wizards are the most likely item creators and they have to blow exp to make them. If I were a wizard, I would be making stuff to buff me up long before I made items that would allow the local warlord to take my head off. *shrug* I guess for henchmen and the like... If you are having issues with spellcasters losing exp while making items, you could house-rule that anyone can contribute exp to the creation of a magic item. This would allow the party to participate and offset the exp cost. Or you could just remove exp costs. At that point your limiting factor is materials. You can use specialized materials that have inherent magic (and an EXP value) that can be used to make items. These could be quested after, or purchased in specialized places. Or you can simply do away with everything except the cost to create. If you do that though, you might want to change it so the PC's pay full price. Whatever works for your game and just be sure you understand why you want to make the change. [/QUOTE]
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