mattdm
First Post
I'm about to make a house rule, and I wanted to make sure I'm not missing something important in the unmodified rules.
Some of my players find the per-day (plus one more per milestone) use of magic item daily powers too much of an intrusion of game mechanics into game believably. I've given the "See, you need to have a certain amount of internal strength to control / bring forth the magics of the items — it's not like magical electronic iPhone where you just push a button" explanation, but they're not buying it.
But beyond that, the mechanic introduces extra bookkeeping that doesn't match much else in the game, and overall just feels inelegant.
So, I'm thinking of doing away with the one-per-day-plus-more-at-milestones limit. At first, I was thinking of making it into a per-encounter limit, but on reflection I want to cut the bookkeeping and just make "daily" mean, actually, daily.
Before doing that, though, I want to make sure I'm fully understanding the purpose of the rule and its implications.
The main effect of the official rule is I see is to encourage a longer adventuring day. You're rewarded for having a lot of encounters by being able to use more magic items. You only get to use all your cool stuff if you keep pressing on. And you can accumulate multiple uses so that if you hit two milestones first, you can use up to three daily magic items to help take down the big boss. Or to put it another way, you can't use up all of your power in the first fight of the day because you're not allowed to.
I don't think that's been a particular problem in our group (particularly in this game), so I don't think we need the mechanical time-release carrot. Also, I'm keeping a pretty careful watch on the magic items they have.
So, I'm tentatively suggesting the removal of the limit, with the following caveats:
And it's regarding that last one I'm posting this. Your thoughts are appreciated. Thanks.
Some of my players find the per-day (plus one more per milestone) use of magic item daily powers too much of an intrusion of game mechanics into game believably. I've given the "See, you need to have a certain amount of internal strength to control / bring forth the magics of the items — it's not like magical electronic iPhone where you just push a button" explanation, but they're not buying it.
But beyond that, the mechanic introduces extra bookkeeping that doesn't match much else in the game, and overall just feels inelegant.
So, I'm thinking of doing away with the one-per-day-plus-more-at-milestones limit. At first, I was thinking of making it into a per-encounter limit, but on reflection I want to cut the bookkeeping and just make "daily" mean, actually, daily.
Before doing that, though, I want to make sure I'm fully understanding the purpose of the rule and its implications.
The main effect of the official rule is I see is to encourage a longer adventuring day. You're rewarded for having a lot of encounters by being able to use more magic items. You only get to use all your cool stuff if you keep pressing on. And you can accumulate multiple uses so that if you hit two milestones first, you can use up to three daily magic items to help take down the big boss. Or to put it another way, you can't use up all of your power in the first fight of the day because you're not allowed to.
I don't think that's been a particular problem in our group (particularly in this game), so I don't think we need the mechanical time-release carrot. Also, I'm keeping a pretty careful watch on the magic items they have.
So, I'm tentatively suggesting the removal of the limit, with the following caveats:
- The party should continue to plan for an adventuring day which may include four to five (or more!) resource-using encounters, even without this particular mechanical incentive,
- Going crazy with daily item powers all in one encounter can't become commonplace, and
- There's not some horrible consequence I hadn't thought of.
And it's regarding that last one I'm posting this. Your thoughts are appreciated. Thanks.