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General Tabletop Discussion
*Pathfinder & Starfinder
Excerpt: You and Your Magic Items
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<blockquote data-quote="Xanaqui" data-source="post: 4224733" data-attributes="member: 56394"><p>I can deal with the ID rules from the article. I've thought for a long time that some (or all) items should be able to be used pretty much immediately upon acquisition, which mechanics like "Identify" make more difficult. I also think that Identifying an item should be far cheaper than buying it (if you consider that the seller and the buyer would both likely want to be certain of what they're exchanging, that's the cost of 2 identifies, even if the item has no significant value).</p><p></p><p></p><p>I gather that you aren't fond of Dark Sun <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><p></p><p>I tend to modify any RPG to taste, once I've played with it enough. I like designing and playtesting rules modifications.</p><p></p><p>In the last 3.x game I finished running, I altered:</p><p>1) The Cosmology</p><p>2) The Panetheon</p><p>3) Multiple classes</p><p>4) Multi-classing rules</p><p>5) Many magic rules (mostly weakening magic that competed with or enhanced skills)</p><p>6) Several skills</p><p>7) Movement rules (yes, including walking)</p><p>8) Vision/hearing rules</p><p></p><p>Now, many (5-8) of these were mostly hidden in a pervasive terrain, but they were rules all the same.</p></blockquote><p></p>
[QUOTE="Xanaqui, post: 4224733, member: 56394"] I can deal with the ID rules from the article. I've thought for a long time that some (or all) items should be able to be used pretty much immediately upon acquisition, which mechanics like "Identify" make more difficult. I also think that Identifying an item should be far cheaper than buying it (if you consider that the seller and the buyer would both likely want to be certain of what they're exchanging, that's the cost of 2 identifies, even if the item has no significant value). I gather that you aren't fond of Dark Sun :-) I tend to modify any RPG to taste, once I've played with it enough. I like designing and playtesting rules modifications. In the last 3.x game I finished running, I altered: 1) The Cosmology 2) The Panetheon 3) Multiple classes 4) Multi-classing rules 5) Many magic rules (mostly weakening magic that competed with or enhanced skills) 6) Several skills 7) Movement rules (yes, including walking) 8) Vision/hearing rules Now, many (5-8) of these were mostly hidden in a pervasive terrain, but they were rules all the same. [/QUOTE]
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Excerpt: You and Your Magic Items
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