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General Tabletop Discussion
*Pathfinder & Starfinder
ANy easy, good way to un-nerf magic items in 4th ed?
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<blockquote data-quote="cjais" data-source="post: 4632548" data-attributes="member: 65394"><p>As a DM, I handpick or design the magic items my players will end up with. If it only has a Daily power, it's usually right out. I like items with encounter powers, as I like to give my players options they aren't afraid of using. </p><p> </p><p>Examples of items I like to see them have:</p><p> </p><p>-The belt that grants a bonus to bullrush (encourages them to use that tactic more often)</p><p> </p><p>-Same with some gloves I designed that improves their ability to grab, and as an encounter power, they can try to trip a grabbed enemy (Str vs. Fort or Dex vs. Ref).</p><p> </p><p>-An armor that can negate a set amount of damage once per encounter, but the wearer gets pushed back from the attack and knocked prone in return. This ensures more mobility in combat and looks cool to boot.</p><p> </p><p>-A shield that lets the wearer take a hit for an adjacent ally, per encounter (like the Paladin power).</p><p> </p><p>-A shield that lets them try to push a target for a minor action, per encounter.</p><p> </p><p>-A sword that as a property enables the wearer to shift instead of attack when an enemy provokes an opportunity attack, and has an additional encounter as well.</p><p> </p><p>Basically, I'd rather overwhelm my players with choices and interesting combat options that are a tad weaker than Daily powers, but ensures they'll get used. I like how 4th edition keeps a tight rein on static bonuses, and I hated the little statistic mini-game that 3rd edition outfitting could turn into. I like how you can customise your character with more encounter powers, and diversify the party members while giving them more toys to play with. Static bonuses, while handy and easy to use, just sit there and makes you forget you're even using a magic item.</p></blockquote><p></p>
[QUOTE="cjais, post: 4632548, member: 65394"] As a DM, I handpick or design the magic items my players will end up with. If it only has a Daily power, it's usually right out. I like items with encounter powers, as I like to give my players options they aren't afraid of using. Examples of items I like to see them have: -The belt that grants a bonus to bullrush (encourages them to use that tactic more often) -Same with some gloves I designed that improves their ability to grab, and as an encounter power, they can try to trip a grabbed enemy (Str vs. Fort or Dex vs. Ref). -An armor that can negate a set amount of damage once per encounter, but the wearer gets pushed back from the attack and knocked prone in return. This ensures more mobility in combat and looks cool to boot. -A shield that lets the wearer take a hit for an adjacent ally, per encounter (like the Paladin power). -A shield that lets them try to push a target for a minor action, per encounter. -A sword that as a property enables the wearer to shift instead of attack when an enemy provokes an opportunity attack, and has an additional encounter as well. Basically, I'd rather overwhelm my players with choices and interesting combat options that are a tad weaker than Daily powers, but ensures they'll get used. I like how 4th edition keeps a tight rein on static bonuses, and I hated the little statistic mini-game that 3rd edition outfitting could turn into. I like how you can customise your character with more encounter powers, and diversify the party members while giving them more toys to play with. Static bonuses, while handy and easy to use, just sit there and makes you forget you're even using a magic item. [/QUOTE]
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ANy easy, good way to un-nerf magic items in 4th ed?
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