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General Tabletop Discussion
*Pathfinder & Starfinder
DMG2 - Replacing magic items with inherent bonuses?
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<blockquote data-quote="InspectorHound" data-source="post: 5249408" data-attributes="member: 82509"><p>re: Character Builder</p><p>The nice thing about how the CB implements it, the Inherent Bonuses and the Magic Item bonuses don't stack, but it will use the highest one. So if you give out a +3 magic item, and their current Inherent Bonuses are only a +2 to hit, they will benefit from an >extra< +1 above their Inherent Bonuses -- at least until they hit a level where the Inherent Bonus 'catches up', so to speak.</p><p>So for a little while, the magic item is that much more extra special.</p><p></p><p>re: low-magic campaigns</p><p>I used to run a Warhammer Fantasy Campaign (1st and 2nd edition) and I was super-super-stingy when it came to magic items. Our group loves 4e so much that when we go back to Warhammer (the campaign isn't done yet), we're gonna use the 4e system instead. And I'm totally going to use Inherent Bonuses. It's perfect.</p><p>Yes, players will have fewer daily powers from magic items, but the whole 'magic item dailies' and 'milestones' system is one of the bigger tracking headaches in 4e and I won't miss it. I have a 13th level Wizard in another campaign, completely kitted out, and it's such a pain to manage.</p><p></p><p>re: crits</p><p>One thing to highlight... while you can get away with never giving out another magic neck item or magic armor and not worry about the player Defenses suffering... (well, >do< include masterwork armors)</p><p>But you probably want to give out magic weapons along the way -- 'cause otherwise, players will be missing out on their extra damage from crits.</p></blockquote><p></p>
[QUOTE="InspectorHound, post: 5249408, member: 82509"] re: Character Builder The nice thing about how the CB implements it, the Inherent Bonuses and the Magic Item bonuses don't stack, but it will use the highest one. So if you give out a +3 magic item, and their current Inherent Bonuses are only a +2 to hit, they will benefit from an >extra< +1 above their Inherent Bonuses -- at least until they hit a level where the Inherent Bonus 'catches up', so to speak. So for a little while, the magic item is that much more extra special. re: low-magic campaigns I used to run a Warhammer Fantasy Campaign (1st and 2nd edition) and I was super-super-stingy when it came to magic items. Our group loves 4e so much that when we go back to Warhammer (the campaign isn't done yet), we're gonna use the 4e system instead. And I'm totally going to use Inherent Bonuses. It's perfect. Yes, players will have fewer daily powers from magic items, but the whole 'magic item dailies' and 'milestones' system is one of the bigger tracking headaches in 4e and I won't miss it. I have a 13th level Wizard in another campaign, completely kitted out, and it's such a pain to manage. re: crits One thing to highlight... while you can get away with never giving out another magic neck item or magic armor and not worry about the player Defenses suffering... (well, >do< include masterwork armors) But you probably want to give out magic weapons along the way -- 'cause otherwise, players will be missing out on their extra damage from crits. [/QUOTE]
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DMG2 - Replacing magic items with inherent bonuses?
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