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General Tabletop Discussion
*Pathfinder & Starfinder
Are +skill items overpowered?
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<blockquote data-quote="Johno" data-source="post: 346625" data-attributes="member: 4388"><p>My present complaint about the skill items are two-fold:</p><p></p><p>1. The non-Epic cap placed at +30. </p><p></p><p>I have only be able to find one item in the core rules that grants +30, the ring of jump. But the jump skill is a bit special. All the other skill items I found in the DMG capped at 15. I found something in the PsiHb which was at +20. But +15 appears to be a more appropriate "cap", given the precedence in the DMG.</p><p></p><p>A +30 item grants a bonus equivalent to what a 27th level character has accumulated in ranks.</p><p></p><p>2. The price. Bonus^2 * 20 gp.</p><p></p><p>It is rediculously low. A +10 item costs 2,000 gp. A teen-level character can afford a dozen for only what amounts to loose change.</p><p></p><p>This cheapens one of the main benefits of the rogue player. </p><p></p><p>It also means that the ONLY reason to take ranks in a skill, aside from the DM robbing the players blind, is to qualify for a PrC.</p><p></p><p>As a side note there are few spells in the PHB that grant bonuses to specific skills. <em>Alter Self</em>, <em>Change Self</em>, <em>Animate Rope</em>, <em>Veil</em>, <em>Shapechange</em>...and <em>Jump</em>.</p><p></p><p>Those spells grant +10 at most (apart from <em>Jump</em>). I believe this was on purpose. The purpose being NOT to cheapen the gaming experience for the rogue player. There are other spells that grant a very low bonus to many skills, for a short period of time.</p><p></p><p>If your players are only using one or two item-skill-boosters each, you probably won't notice any problem. The problem arises when a player decides to place a moderate investment in these very cheap articles, and amasses a large number of them. Probably won't even come up in many games. But I'd rather prempt it in my game. YMMV</p></blockquote><p></p>
[QUOTE="Johno, post: 346625, member: 4388"] My present complaint about the skill items are two-fold: 1. The non-Epic cap placed at +30. I have only be able to find one item in the core rules that grants +30, the ring of jump. But the jump skill is a bit special. All the other skill items I found in the DMG capped at 15. I found something in the PsiHb which was at +20. But +15 appears to be a more appropriate "cap", given the precedence in the DMG. A +30 item grants a bonus equivalent to what a 27th level character has accumulated in ranks. 2. The price. Bonus^2 * 20 gp. It is rediculously low. A +10 item costs 2,000 gp. A teen-level character can afford a dozen for only what amounts to loose change. This cheapens one of the main benefits of the rogue player. It also means that the ONLY reason to take ranks in a skill, aside from the DM robbing the players blind, is to qualify for a PrC. As a side note there are few spells in the PHB that grant bonuses to specific skills. [i]Alter Self[/i], [i]Change Self[/i], [i]Animate Rope[/i], [i]Veil[/i], [i]Shapechange[/i]...and [i]Jump[/i]. Those spells grant +10 at most (apart from [i]Jump[/i]). I believe this was on purpose. The purpose being NOT to cheapen the gaming experience for the rogue player. There are other spells that grant a very low bonus to many skills, for a short period of time. If your players are only using one or two item-skill-boosters each, you probably won't notice any problem. The problem arises when a player decides to place a moderate investment in these very cheap articles, and amasses a large number of them. Probably won't even come up in many games. But I'd rather prempt it in my game. YMMV [/QUOTE]
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Are +skill items overpowered?
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