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General Tabletop Discussion
*Pathfinder & Starfinder
Essentials: Magic Item Rarity Explained, it's actually good!
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5293548" data-attributes="member: 82106"><p>So? The purpose of the rule is explicitly to remove the issue of PCs making or buying dozens of low level items that happen to have some amazingly useful power that when available in large quantities breaks the game. That and the practice of having a bunch of slightly below level items to choose from your golf bag, which may not be broken but does offend many people's sensibilities.</p><p></p><p>Mike never mentioned any goal of making players pick a greater diversity of items. We don't know exactly what items fall into what categories. Mechanically there's nothing wrong with a Staff of Ruin or IAoP being common items, there's no mechanical game issue with PCs having multiples of them. They MAY make said items uncommon for fluff reasons so the DM can avoid having every fighter using IAoP, but we don't know.</p><p></p><p>REALLY the main point of all this is that from the designer's standpoint they were boxed into a very small space of viable item design with the old system. Many fine items were nerfed simply due to abuse at high levels. With the new system those types of items can simply be uncommon and the problem goes away. If they're really strong items then they can be rare, which will tend to keep PCs from ending up decked out in large numbers of really potent items. This will let them give us a lot more fun items and deal with the complaint that items are too bland. </p><p></p><p>So the rule is really aimed at designers more than players and DMs. My guess is you won't really see a huge amount of difference as a player. The DM is probably going to give you access to that uncommon item that really makes your build after all. He might now make you work more for it, but my guess is it won't be a big deal in most games. The rare items won't really change much, except now they can appear in books vs being DM specials.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5293548, member: 82106"] So? The purpose of the rule is explicitly to remove the issue of PCs making or buying dozens of low level items that happen to have some amazingly useful power that when available in large quantities breaks the game. That and the practice of having a bunch of slightly below level items to choose from your golf bag, which may not be broken but does offend many people's sensibilities. Mike never mentioned any goal of making players pick a greater diversity of items. We don't know exactly what items fall into what categories. Mechanically there's nothing wrong with a Staff of Ruin or IAoP being common items, there's no mechanical game issue with PCs having multiples of them. They MAY make said items uncommon for fluff reasons so the DM can avoid having every fighter using IAoP, but we don't know. REALLY the main point of all this is that from the designer's standpoint they were boxed into a very small space of viable item design with the old system. Many fine items were nerfed simply due to abuse at high levels. With the new system those types of items can simply be uncommon and the problem goes away. If they're really strong items then they can be rare, which will tend to keep PCs from ending up decked out in large numbers of really potent items. This will let them give us a lot more fun items and deal with the complaint that items are too bland. So the rule is really aimed at designers more than players and DMs. My guess is you won't really see a huge amount of difference as a player. The DM is probably going to give you access to that uncommon item that really makes your build after all. He might now make you work more for it, but my guess is it won't be a big deal in most games. The rare items won't really change much, except now they can appear in books vs being DM specials. [/QUOTE]
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