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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Consumeable items in the new economy
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<blockquote data-quote="Stalker0" data-source="post: 4221443" data-attributes="member: 5889"><p>Here's how. First, you set a baseline. This would be all permanent magic items. Then you consider the fact that each magical effect has a certain price (in 4e, a certain item level). Now, you add in the condition that its consumable. This inherently makes the item less valuable, therefore its item level should be lowered for its net effect.</p><p></p><p>Then, the last and most important part, you should limit the percentage of consumable items the party has relative to its permanent magic item population.</p><p></p><p>For example, compare a player with 80% permanent items/20% consumable vs a player with 100% permanent. At that moment, the 1st player has more power than the second, because consumables usually allow for stronger effects at a set item level than a permanent magic item would.</p><p></p><p>However, now lets say the player uses up all of his consumables. That leaves an 80% permanent vs a 100% permanent, so obviously the 1st player now has less power.</p><p></p><p>However, this is OKAY!! As long as the swing between having consumables and running out isn't made too high, then players won't notice a huge power disparity and the game progresses smoothly.</p><p></p><p>The economy page lists healing potions as only a portion of your overall wealth, and this is important. As long as consumables are only a small percentage of your power, then the swings between having them and consuming them are kept in check. If you rely on a large number of consumables, then the swings become more drastic, going from overpowered to underpowered.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 4221443, member: 5889"] Here's how. First, you set a baseline. This would be all permanent magic items. Then you consider the fact that each magical effect has a certain price (in 4e, a certain item level). Now, you add in the condition that its consumable. This inherently makes the item less valuable, therefore its item level should be lowered for its net effect. Then, the last and most important part, you should limit the percentage of consumable items the party has relative to its permanent magic item population. For example, compare a player with 80% permanent items/20% consumable vs a player with 100% permanent. At that moment, the 1st player has more power than the second, because consumables usually allow for stronger effects at a set item level than a permanent magic item would. However, now lets say the player uses up all of his consumables. That leaves an 80% permanent vs a 100% permanent, so obviously the 1st player now has less power. However, this is OKAY!! As long as the swing between having consumables and running out isn't made too high, then players won't notice a huge power disparity and the game progresses smoothly. The economy page lists healing potions as only a portion of your overall wealth, and this is important. As long as consumables are only a small percentage of your power, then the swings between having them and consuming them are kept in check. If you rely on a large number of consumables, then the swings become more drastic, going from overpowered to underpowered. [/QUOTE]
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Consumeable items in the new economy
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