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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Alchemical item bonus to hit
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<blockquote data-quote="mneme" data-source="post: 5582056" data-attributes="member: 59248"><p>@<u><a href="http://www.enworld.org/forum/member.php?u=6677475" target="_blank">King_Mushi</a></u> : I simply don't think that's the right answer I mean, there are really two reasons not to have alch items scale with level:</p><p>1. The rules say so (this one is pretty compelling). You don't have Eberon, so you can be forgiven for not knowing this, but this is very clear in the text.</p><p>2. Alchemical attack items, by letting everyone in your party "be a controller" for just the cost of tiny amounts of gold, have the potential to get out of hand if not given signficant constraints. It's not spamming them that's of concern (although if you make ammunition items (or worse, ammunition modifier items, which are rather like amunition but better when they're useful -- stuff like Inferno Oil) rather than the slightly cheaper thrown items, you should get to load the item for free unless the GM makes you apply the item in combat, and even then you're back to 3.5 pre-combat buffing), but the ability to relatively cheaply have a variety of effective effects on hand to deal with more or less any situtation -- being able to buy your way into being a controller.</p><p>EDIT: Ok, 3 reasons:</p><p>3. IMO, AV2 amunition -is- a problem. Much of it is situationally overpowered (Dispelling Bolt, Forbiddance bolt, Bolt of Clumsiness), and having up to -5 to attack and damage isn't really enough of a balancing factor. However, if one plays with the (broken) rarity rules, ammunition is all uncommon, which at least lets the GM give out ammunition as valued treasure rather than letting all archers play Green Arrrow and turn into controllers able to end zones, prevent teleportation, and lock down enemies for the defender at will.</p><p>4. Alchemical items are normally attacking NADs. Ammunition is normally attacking AC.</p></blockquote><p></p>
[QUOTE="mneme, post: 5582056, member: 59248"] @[U][URL="http://www.enworld.org/forum/member.php?u=6677475"]King_Mushi[/URL][/U] : I simply don't think that's the right answer I mean, there are really two reasons not to have alch items scale with level: 1. The rules say so (this one is pretty compelling). You don't have Eberon, so you can be forgiven for not knowing this, but this is very clear in the text. 2. Alchemical attack items, by letting everyone in your party "be a controller" for just the cost of tiny amounts of gold, have the potential to get out of hand if not given signficant constraints. It's not spamming them that's of concern (although if you make ammunition items (or worse, ammunition modifier items, which are rather like amunition but better when they're useful -- stuff like Inferno Oil) rather than the slightly cheaper thrown items, you should get to load the item for free unless the GM makes you apply the item in combat, and even then you're back to 3.5 pre-combat buffing), but the ability to relatively cheaply have a variety of effective effects on hand to deal with more or less any situtation -- being able to buy your way into being a controller. EDIT: Ok, 3 reasons: 3. IMO, AV2 amunition -is- a problem. Much of it is situationally overpowered (Dispelling Bolt, Forbiddance bolt, Bolt of Clumsiness), and having up to -5 to attack and damage isn't really enough of a balancing factor. However, if one plays with the (broken) rarity rules, ammunition is all uncommon, which at least lets the GM give out ammunition as valued treasure rather than letting all archers play Green Arrrow and turn into controllers able to end zones, prevent teleportation, and lock down enemies for the defender at will. 4. Alchemical items are normally attacking NADs. Ammunition is normally attacking AC. [/QUOTE]
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Alchemical item bonus to hit
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