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*Pathfinder & Starfinder
Changes Coming in Essentials, Part 2
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5370475" data-attributes="member: 82106"><p>It is scheduled for release in Feb 2011, you can preorder a copy right now. There is a preview of the 'weaponmaster' fighter (PHB1 FWT fighter) up. This book is definitely 'on the scope'. Not all that far out either.</p><p></p><p>I think the idea with Enchant Magic Item is that you CAN enchant uncommon and rare items. It is just that the DM is in control of the circumstances. Essentials basically says they require lost knowledge, rare or impossible to get components, etc. to make. If the DM creates a situation where these requirements can be met then they CAN be crafted, it just isn't going to happen all the time.</p><p></p><p>I agree with TD et. al. Upgrading of uncommon/rare items isn't that much of an issue. The increased return from disenchanting them means that PCs will often cannibalize marginally useful ones anyway. The result should be fewer items with more utility per item on the whole.</p><p></p><p>As for potions the problem there was that the resistance potions and such were just too easy to stack up piles of and they could have a pretty major effect. Increased monster damage output somewhat mitigated that but making them DM-only items means the DM is now free to give them out or allow the PCs to find/buy them now and then but not just churn them out themselves.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5370475, member: 82106"] It is scheduled for release in Feb 2011, you can preorder a copy right now. There is a preview of the 'weaponmaster' fighter (PHB1 FWT fighter) up. This book is definitely 'on the scope'. Not all that far out either. I think the idea with Enchant Magic Item is that you CAN enchant uncommon and rare items. It is just that the DM is in control of the circumstances. Essentials basically says they require lost knowledge, rare or impossible to get components, etc. to make. If the DM creates a situation where these requirements can be met then they CAN be crafted, it just isn't going to happen all the time. I agree with TD et. al. Upgrading of uncommon/rare items isn't that much of an issue. The increased return from disenchanting them means that PCs will often cannibalize marginally useful ones anyway. The result should be fewer items with more utility per item on the whole. As for potions the problem there was that the resistance potions and such were just too easy to stack up piles of and they could have a pretty major effect. Increased monster damage output somewhat mitigated that but making them DM-only items means the DM is now free to give them out or allow the PCs to find/buy them now and then but not just churn them out themselves. [/QUOTE]
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