Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Daily item limits: are they "officially" gone?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 5455763" data-attributes="member: 82106"><p>I totally disagree. There are many elements that are fine if they are restricted to one character or one use. The horn that pushes people around for instance, which was nerfed strictly because higher level PCs could equip the whole party with one each. The item itself was fine, IF used in the intended way, as a single fairly unique item that one character would have. Ironically the same item by the old rules was worthless as a one-off as the power was weak and almost never worth spending a character's daily use on. So it was both useless and broken at the same time. Rarity totally fixes this item with the removal of the daily use rule.</p><p></p><p></p><p></p><p>No, the same constraints on design DO NOT need to apply. That's the whole point. See above for the poster child example. It is only one of MANY.</p><p></p><p>Artifacts are fine. Of course there COULD be more of them, no argument, but the ones that exist are quite usable. I have created several of my own, it was easy and they have worked well so far. I'm considering using one of the DMG2 artifacts as well. I tend to like to make my own, but there are a few interesting new ones around that should be fun. </p><p></p><p>Consumables actually are a sort of ticking time bomb. They've all been now made uncommon, and for a lot of them that is probably for the best. I'd easily allow PCs to make any of the ones that don't cause problems and often many of the others on a limited basis. It would be good if WotC did come in and reevaluate those items, make any needed errata, and carefully classify them. Maybe add some text explaining the best ways to deploy them in a game since they never really did that before. Something to tell DMs to make them possible to craft. </p><p></p><p></p><p></p><p>Well, personally I don't really care if the pluses are attached to the item or the character really. At this point most of the people I'm running games for are good with enhancement being on items. The inherent bonus thing probably DOES make more sense, but I think a lot of people playing the game aren't that analytical. They like their plus items. </p><p></p><p></p><p></p><p>You want to write the rules with one potential hypothetical bad DM in mind? Such a DM will find some way to stuff up his or her game. Making us use gimpy craptastic magic rules on that basis is not something I want. We're fixing a problem, not creating one. </p><p></p><p></p><p></p><p>It is just an awful awkward kludge of a rule created to solve a problem that only existed because the whole "you can craft anything" was a bad idea. With that rule in place you simply cannot offer really interesting good items, unless you go all the way to labeling them artifacts. Personally I run for people that like to craft things and will craft things. They'll get plenty of scope to do that. This really SHOULD be harped on so that DMs are all well aware they should allow a decent amount of crafting. It is only when the players can make multiples of certain items or make certain highly desirable items that it gets problematic.</p><p></p><p></p><p></p><p>There are ground rules for items. They now include the ability to make some that are actually really significant on a limited access basis, and to make ones that if available once a day are just nice and cool but when you can do the same thing 12 times a day are broken or unfun. Try making some items. You'll find that under the new system you have MUCH more freedom to do so.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5455763, member: 82106"] I totally disagree. There are many elements that are fine if they are restricted to one character or one use. The horn that pushes people around for instance, which was nerfed strictly because higher level PCs could equip the whole party with one each. The item itself was fine, IF used in the intended way, as a single fairly unique item that one character would have. Ironically the same item by the old rules was worthless as a one-off as the power was weak and almost never worth spending a character's daily use on. So it was both useless and broken at the same time. Rarity totally fixes this item with the removal of the daily use rule. No, the same constraints on design DO NOT need to apply. That's the whole point. See above for the poster child example. It is only one of MANY. Artifacts are fine. Of course there COULD be more of them, no argument, but the ones that exist are quite usable. I have created several of my own, it was easy and they have worked well so far. I'm considering using one of the DMG2 artifacts as well. I tend to like to make my own, but there are a few interesting new ones around that should be fun. Consumables actually are a sort of ticking time bomb. They've all been now made uncommon, and for a lot of them that is probably for the best. I'd easily allow PCs to make any of the ones that don't cause problems and often many of the others on a limited basis. It would be good if WotC did come in and reevaluate those items, make any needed errata, and carefully classify them. Maybe add some text explaining the best ways to deploy them in a game since they never really did that before. Something to tell DMs to make them possible to craft. Well, personally I don't really care if the pluses are attached to the item or the character really. At this point most of the people I'm running games for are good with enhancement being on items. The inherent bonus thing probably DOES make more sense, but I think a lot of people playing the game aren't that analytical. They like their plus items. You want to write the rules with one potential hypothetical bad DM in mind? Such a DM will find some way to stuff up his or her game. Making us use gimpy craptastic magic rules on that basis is not something I want. We're fixing a problem, not creating one. It is just an awful awkward kludge of a rule created to solve a problem that only existed because the whole "you can craft anything" was a bad idea. With that rule in place you simply cannot offer really interesting good items, unless you go all the way to labeling them artifacts. Personally I run for people that like to craft things and will craft things. They'll get plenty of scope to do that. This really SHOULD be harped on so that DMs are all well aware they should allow a decent amount of crafting. It is only when the players can make multiples of certain items or make certain highly desirable items that it gets problematic. There are ground rules for items. They now include the ability to make some that are actually really significant on a limited access basis, and to make ones that if available once a day are just nice and cool but when you can do the same thing 12 times a day are broken or unfun. Try making some items. You'll find that under the new system you have MUCH more freedom to do so. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Daily item limits: are they "officially" gone?
Top