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General Tabletop Discussion
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Bounded Accuracy and Magic Item Scarcity
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<blockquote data-quote="Dragonsbane" data-source="post: 6693031" data-attributes="member: 6775188"><p>I have more items in my game that the new low-item standard in 5e since parts of the gameworld are more advanced in my lore, so I tried to do a few things to fix the issues with the smaller number range:</p><p></p><p>- no shields with a bonus to AC</p><p>- no to hit bonus for ammo</p><p>- no items that increase stats, things like belts of giant strength and headband of intellect removed, as are the stat increasing tomes, ioun stones for stats, gauntlets of ogre power, amulet of health, etc </p><p>- no wish items (or the spell in the game)</p><p>- many items reclassified to proper rarity by what spells they can cast/emulate</p><p>- nerfed feats that give -5/+10 (GWM) down to +3/+6</p><p></p><p>I also set up a standard rule: When in doubt if a bonus stacks, assume it does not. This includes things from spells and items together. For example, the <em>magic weapon</em> spell does not stack with the bonus from a magical weapon when put together. A paladin's aura of protection does not stack with a ring of protection's saving throw bonus, and the ring of protection's AC bonus does not stack with the<em> shield of faith</em> spell.</p><p></p><p>Stores to by items are still uncommon unless in a large city, and even then I limit them. I even have feats for players to craft things, and not with outrageous costs or times either. To be fair, all my monsters have at least two good saves to reflect their role in combat, and some monsters in my game have additional immunities (like undead), but I haven't had a problem yet with things getting too out of bounds.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dragonsbane, post: 6693031, member: 6775188"] I have more items in my game that the new low-item standard in 5e since parts of the gameworld are more advanced in my lore, so I tried to do a few things to fix the issues with the smaller number range: - no shields with a bonus to AC - no to hit bonus for ammo - no items that increase stats, things like belts of giant strength and headband of intellect removed, as are the stat increasing tomes, ioun stones for stats, gauntlets of ogre power, amulet of health, etc - no wish items (or the spell in the game) - many items reclassified to proper rarity by what spells they can cast/emulate - nerfed feats that give -5/+10 (GWM) down to +3/+6 I also set up a standard rule: When in doubt if a bonus stacks, assume it does not. This includes things from spells and items together. For example, the [I]magic weapon[/I] spell does not stack with the bonus from a magical weapon when put together. A paladin's aura of protection does not stack with a ring of protection's saving throw bonus, and the ring of protection's AC bonus does not stack with the[I] shield of faith[/I] spell. Stores to by items are still uncommon unless in a large city, and even then I limit them. I even have feats for players to craft things, and not with outrageous costs or times either. To be fair, all my monsters have at least two good saves to reflect their role in combat, and some monsters in my game have additional immunities (like undead), but I haven't had a problem yet with things getting too out of bounds. :) [/QUOTE]
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