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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Do Characters Need Magic Items to Keep Up?
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<blockquote data-quote="CapnZapp" data-source="post: 4956634" data-attributes="member: 12731"><p>The thing is, you need the <strong>bonus</strong>, not the <strong>item</strong>.</p><p></p><p>That is, you can remove all magic items - PCs don't need their properties and powers. All that is just gravy.</p><p></p><p>But what the game requires, and what your PCs do need, is bonuses to attack/damage, AC, and Fort/Ref/Will. These correspond to weapons/implements, armor and neck items (amulets and cloaks).</p><p></p><p>So the easiest answer is "except for weapons, armor and amulets; you can remove all magic items".</p><p></p><p>A slightly more involved method would be to hand out the bonuses but not the items. The DMG2 contains a crude recommendation, but personally I prefer slightly more involved numbers, that also make the Expertise feats redundant:</p><p></p><p><strong><span style="color: DarkOrange">*) Grant a total of +9 to attacks and damage over the thirty levels</span></strong></p><p><strong><span style="color: DarkOrange">*) Grant a total of +8 to AC over the thirty levels to everybody</span></strong></p><p><strong><span style="color: DarkOrange">*) Grant another +4 to AC to users of heavy armor (making the total AC bonus +12 over the thirty levels for these PCs)</span></strong></p><p><strong><span style="color: DarkOrange">*) Grant a total of +10 to Fort/Ref/Will over the thirty levels</span></strong></p><p></p><p>This allows you to simplify the game significantly:</p><p>*) you do not need to hand out ANY magic items</p><p>*) masterwork armor is removed</p><p>*) expertise feats are removed (opening up a feat slot to all characters)</p><p>*) the Epic Fort/Ref/Will feats are removed (essentially, you get them for free - by getting decent defenses from the start, you will feel less forced to spend your precious feat slots on defense boosters)</p><p></p><p>Please note you can still offer magic items if you want. You simply remove the bonuses. (A Sword becomes +0 but retains its properties and powers)</p><p></p><p>This situation is desirable to some DMs: magic items are cool, but not required. Even if you lose your Flaming Sword or Cloak of Protection you will still remain effective in the game. Sure, you lose out on the odd property or power, but these are hardly essential.</p><p></p><p>Yes, this progression is slightly more involved than the one described by the DMG2, but it does away with several trouble spots WotC haven't bothered to fix too... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4956634, member: 12731"] The thing is, you need the [B]bonus[/B], not the [B]item[/B]. That is, you can remove all magic items - PCs don't need their properties and powers. All that is just gravy. But what the game requires, and what your PCs do need, is bonuses to attack/damage, AC, and Fort/Ref/Will. These correspond to weapons/implements, armor and neck items (amulets and cloaks). So the easiest answer is "except for weapons, armor and amulets; you can remove all magic items". A slightly more involved method would be to hand out the bonuses but not the items. The DMG2 contains a crude recommendation, but personally I prefer slightly more involved numbers, that also make the Expertise feats redundant: [B][COLOR="DarkOrange"]*) Grant a total of +9 to attacks and damage over the thirty levels *) Grant a total of +8 to AC over the thirty levels to everybody *) Grant another +4 to AC to users of heavy armor (making the total AC bonus +12 over the thirty levels for these PCs) *) Grant a total of +10 to Fort/Ref/Will over the thirty levels[/COLOR][/B] This allows you to simplify the game significantly: *) you do not need to hand out ANY magic items *) masterwork armor is removed *) expertise feats are removed (opening up a feat slot to all characters) *) the Epic Fort/Ref/Will feats are removed (essentially, you get them for free - by getting decent defenses from the start, you will feel less forced to spend your precious feat slots on defense boosters) Please note you can still offer magic items if you want. You simply remove the bonuses. (A Sword becomes +0 but retains its properties and powers) This situation is desirable to some DMs: magic items are cool, but not required. Even if you lose your Flaming Sword or Cloak of Protection you will still remain effective in the game. Sure, you lose out on the odd property or power, but these are hardly essential. Yes, this progression is slightly more involved than the one described by the DMG2, but it does away with several trouble spots WotC haven't bothered to fix too... :) [/QUOTE]
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Do Characters Need Magic Items to Keep Up?
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