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Augmenting Whetstones - AV - fair game ?
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<blockquote data-quote="Dr_Ruminahui" data-source="post: 5927305" data-attributes="member: 81104"><p>[MENTION=27897]Ryujin[/MENTION]: </p><p> </p><p>Fair enough. As I noted, that's not a problem with my PC's - if it is with yours, then yeah, you'll want some mechanism to prevent it. As discussed by Ferghis, the rarity system is how the rule set currently addresses that problem - they've shifted most items with daily powers into the "uncommon" category that PCs can't buy or make without DM permission. However, if you don't want to implement the rarity system, or feel that the rarity system doesn't adequately address the issue, then yes, by all means keep the daily item use restrictions.</p><p> </p><p> </p><p>[MENTION=40483]Ferghis[/MENTION]:</p><p> </p><p>I accept and understand the reasons behind the rarity system, which you have addressed admirably in your post.</p><p> </p><p>That said, I maintain that for my campaign and my PCs, the rarity system is NOT a crucial cog, and I maintain my opinion that, in my campaign and for my PCs, the rarity rules don't add anything. My reasons for such are as follows:</p><p> </p><p> 1. so far as the rarity system is designed to prevent players from spamming daily item abilities, that's not a problem with my PCs - they don't. Indeed, they generally dislike and don't use daily item abilities.</p><p> </p><p> 2. where my PCs do spam daily item abilities (there is a consumable that gives a +2 initiative for an encounter that one PC likes to use every encounter), such spamming doesn't negatively affect the game - indeed, given how crappy the iniative bonus is for that PC (and the group more generally - the hightest dex is 13, I think), I feel such item use improves encounters by preventing encounters where all the monsters go and then all the PCs go.</p><p> </p><p> 3. I've been gaming with this same group every other week or so (in various games and with various GMs) for 15 years. As such, if an item comes up that IS a problem, I think we are all mature enough for me to explain why I think its a problem and for the PCs to moderate their use of said item.</p><p> </p><p> 4. I don't use inherent bonuses.</p><p> </p><p> 5. I tend to give out more magic items instead of gold. This limits how much gold the characters have to buy stuff.</p><p> </p><p> 6. Given that the PCs don't have much gold to buy stuff, I don't want to further restrict what they want to buy/make to the crappiest and blandest magic items - which is why I let them buy/make uncommon items, but not rare ones.</p><p> </p><p> 7. I occasionally impose story constraints on items, and my players are generally willing to accept those limitations. Most commonly, these are things like "can't buy magic items outside of major towns", but I have also stated that a type of consumable that requires the maker to know supernal or infernal (the above mentioned initiative boosting consumable is one of these) cannot be bought but can be made, as vritually no one except 2 of my PCs and some NPCs who aren't item merchants know those languages.</p><p> </p><p> 8. Lastly, I do enjoy tailoring my magic item choices for my PCs and giving them items that I think the player will like and that will make them effective. I will admit that there drawbacks with doing so - in addition to the extra time required to make these choices, I have one player who is incredibly picky with items, such that even when I chose an item on his "wish list" (I don't do wish lists as such, but I do sometimes ask PCs what items they are interested in) he may still be unhappy with my choice.</p><p> </p><p>So, while in my campaign and for my PCs, the division between common and uncommon items really doesn't add anything to the game, it may in your game and with the players in it. Certainly, if you use inherent bonuses I can understand why the item rarity rules would be much more attractive.</p><p> </p><p>Anyway, sorry for the length, but I thought it important to give the basis of my opinion.</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 5927305, member: 81104"] [MENTION=27897]Ryujin[/MENTION]: Fair enough. As I noted, that's not a problem with my PC's - if it is with yours, then yeah, you'll want some mechanism to prevent it. As discussed by Ferghis, the rarity system is how the rule set currently addresses that problem - they've shifted most items with daily powers into the "uncommon" category that PCs can't buy or make without DM permission. However, if you don't want to implement the rarity system, or feel that the rarity system doesn't adequately address the issue, then yes, by all means keep the daily item use restrictions. [MENTION=40483]Ferghis[/MENTION]: I accept and understand the reasons behind the rarity system, which you have addressed admirably in your post. That said, I maintain that for my campaign and my PCs, the rarity system is NOT a crucial cog, and I maintain my opinion that, in my campaign and for my PCs, the rarity rules don't add anything. My reasons for such are as follows: 1. so far as the rarity system is designed to prevent players from spamming daily item abilities, that's not a problem with my PCs - they don't. Indeed, they generally dislike and don't use daily item abilities. 2. where my PCs do spam daily item abilities (there is a consumable that gives a +2 initiative for an encounter that one PC likes to use every encounter), such spamming doesn't negatively affect the game - indeed, given how crappy the iniative bonus is for that PC (and the group more generally - the hightest dex is 13, I think), I feel such item use improves encounters by preventing encounters where all the monsters go and then all the PCs go. 3. I've been gaming with this same group every other week or so (in various games and with various GMs) for 15 years. As such, if an item comes up that IS a problem, I think we are all mature enough for me to explain why I think its a problem and for the PCs to moderate their use of said item. 4. I don't use inherent bonuses. 5. I tend to give out more magic items instead of gold. This limits how much gold the characters have to buy stuff. 6. Given that the PCs don't have much gold to buy stuff, I don't want to further restrict what they want to buy/make to the crappiest and blandest magic items - which is why I let them buy/make uncommon items, but not rare ones. 7. I occasionally impose story constraints on items, and my players are generally willing to accept those limitations. Most commonly, these are things like "can't buy magic items outside of major towns", but I have also stated that a type of consumable that requires the maker to know supernal or infernal (the above mentioned initiative boosting consumable is one of these) cannot be bought but can be made, as vritually no one except 2 of my PCs and some NPCs who aren't item merchants know those languages. 8. Lastly, I do enjoy tailoring my magic item choices for my PCs and giving them items that I think the player will like and that will make them effective. I will admit that there drawbacks with doing so - in addition to the extra time required to make these choices, I have one player who is incredibly picky with items, such that even when I chose an item on his "wish list" (I don't do wish lists as such, but I do sometimes ask PCs what items they are interested in) he may still be unhappy with my choice. So, while in my campaign and for my PCs, the division between common and uncommon items really doesn't add anything to the game, it may in your game and with the players in it. Certainly, if you use inherent bonuses I can understand why the item rarity rules would be much more attractive. Anyway, sorry for the length, but I thought it important to give the basis of my opinion. [/QUOTE]
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