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General Tabletop Discussion
*TTRPGs General
About the myth or fact (?) of needing magical items
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<blockquote data-quote="Ace" data-source="post: 2504713" data-attributes="member: 944"><p>Me either. </p><p></p><p>In fact I agree with the last statement you made. I think the crucial difference is that I believe that the base AC rules are wack and the PC's need something to compensate to make the rules feel right. I happen to liek more feats and skills but they aren't actually mandatory </p><p></p><p>One suugestion I have been considering is to allow BAB to be used for both AC and attack as if the character has Combat expertise and Improved Combat Expertise. I haven't figured out how to replace the feats as prerequesites or how to deal with actions and feats that work of fighting defensivly and the like but I think it would resolve my worries about AC imbalance and allow me to do just what you were talking about -- tweak the magic items to suit rather than be held by the RAW magic items needs </p><p></p><p></p><p>Interestingly True 20, a variant Mutants and Mastermind/D&D uses this rule</p></blockquote><p></p>
[QUOTE="Ace, post: 2504713, member: 944"] Me either. In fact I agree with the last statement you made. I think the crucial difference is that I believe that the base AC rules are wack and the PC's need something to compensate to make the rules feel right. I happen to liek more feats and skills but they aren't actually mandatory One suugestion I have been considering is to allow BAB to be used for both AC and attack as if the character has Combat expertise and Improved Combat Expertise. I haven't figured out how to replace the feats as prerequesites or how to deal with actions and feats that work of fighting defensivly and the like but I think it would resolve my worries about AC imbalance and allow me to do just what you were talking about -- tweak the magic items to suit rather than be held by the RAW magic items needs Interestingly True 20, a variant Mutants and Mastermind/D&D uses this rule [/QUOTE]
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