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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Alchemical item bonus to hit
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5584207" data-attributes="member: 82106"><p>Yeah, all of those enhancements are as you say rather expensive. One requires using a PP (you can also use a theme), another fills your hands slot, and the launcher is largely irrelevant as it applies only to a race that is at least nominally setting specific to Ebberon. Not that those should be ignored, but they don't address the central point, which is that Alchemical items as a backup to other means are just not really reliable enough, certainly not considering the cost. Also, all of these means are only really available to higher level PCs in general (admittedly the gloves are a level 6 item, so theoretically you could get them at low heroic, but only if you can get the DM to drop them and in that case will displace some other more useful item drop).</p><p></p><p>And again, the scalability is not relevant. Level+3 is low accuracy. It is low accuracy at level 1 and it will remain low accuracy at all levels beyond that. So in fact the scalability simply demonstrates that the items don't actually get better. Now, I don't think they SHOULD get better and I'm OK with that, but since buffs generally won't help make them better even conditionally that's another strike against them. Debuffs are fine, you can debuff a monster so you get effectively a bonus which is as good as any other power might get, but it still means the ways you can conditionally enhance your item's attacks are limited. Given that these attacks not only cost action economy, but ALSO gold, it seems like at the very least they should be reasonably accurate. That's why I suggest level+5 or so. I wouldn't even be averse to level+6 to level+8, though I don't think that's necessary, +5 is good enough. If you do really want higher than that then you can get the gloves etc.</p><p></p><p>The rather so-so damage output I'm not quite so worried about, though I think it would be nice if all alchemical items had a bit more than just damage. The ones that are doing just mediocre damage are currently pretty much worthless, even as backups to powers. I guess maybe they're usable as items for bad guys to use against the party, but I can't imagine any character of any level bothering with those items.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5584207, member: 82106"] Yeah, all of those enhancements are as you say rather expensive. One requires using a PP (you can also use a theme), another fills your hands slot, and the launcher is largely irrelevant as it applies only to a race that is at least nominally setting specific to Ebberon. Not that those should be ignored, but they don't address the central point, which is that Alchemical items as a backup to other means are just not really reliable enough, certainly not considering the cost. Also, all of these means are only really available to higher level PCs in general (admittedly the gloves are a level 6 item, so theoretically you could get them at low heroic, but only if you can get the DM to drop them and in that case will displace some other more useful item drop). And again, the scalability is not relevant. Level+3 is low accuracy. It is low accuracy at level 1 and it will remain low accuracy at all levels beyond that. So in fact the scalability simply demonstrates that the items don't actually get better. Now, I don't think they SHOULD get better and I'm OK with that, but since buffs generally won't help make them better even conditionally that's another strike against them. Debuffs are fine, you can debuff a monster so you get effectively a bonus which is as good as any other power might get, but it still means the ways you can conditionally enhance your item's attacks are limited. Given that these attacks not only cost action economy, but ALSO gold, it seems like at the very least they should be reasonably accurate. That's why I suggest level+5 or so. I wouldn't even be averse to level+6 to level+8, though I don't think that's necessary, +5 is good enough. If you do really want higher than that then you can get the gloves etc. The rather so-so damage output I'm not quite so worried about, though I think it would be nice if all alchemical items had a bit more than just damage. The ones that are doing just mediocre damage are currently pretty much worthless, even as backups to powers. I guess maybe they're usable as items for bad guys to use against the party, but I can't imagine any character of any level bothering with those items. [/QUOTE]
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Alchemical item bonus to hit
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