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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Healing spells and use activated items= 1d8 per round?
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<blockquote data-quote="kreynolds" data-source="post: 445771" data-attributes="member: 2829"><p>I think I understand where he's coming from, but I see some holes here.</p><p></p><p>The original post asked how a use-activated cure light wounds item would work. The DMG gives rules on one creating new magic items, a chapter that essentially states "You (the DM) can make/allow new items, as per the rules. This chapter contains guidelines that will help you create/allow new items within the rules, guidelines that we also used to create the items you see listed throughout this book." An entire section of the Magic Item chapter is completely devoted to making new items.</p><p></p><p>The original poster was asking how said item would function within the rules. I even went so far as to give possibilities as to how said item might function, and I drew those possiblities from the guidelines regarding the creation of new magic items within the rules.</p><p></p><p>There is a big difference between saying "No, you can't have it" because you don't understand how you could make said item within the rules, and saying "Yes, here's how you could do it." because you understand the item creation rules, thus you know how to create said item within the rules, and you also have the foresight to create the item in a balanced manner.</p><p></p><p>It's like telling someone that they aren't allowed to bungi(sp?) jump because you don't know how much stress the cord can take, and you don't even bother making the effort to find out whether or not the cord is up to the task at hand.</p><p></p><p>It's a half-baked answer. I don't have a problem with the answer "I wouldn't allow it in my games.", and when I ask why, I get "Because it's my game and I said so." But, that's not a valid argument as to why someone thinks I shouldn't allow said item in my game, especially when I can prove that said item can indeed be created within the guidelines of the rules.</p><p></p><p>I intend no insult, but I'm still convinced that the line that divides the DMs that allow custom items with approval and the DMs that don't allow custom items at all is largely based upon a lack of understanding of the item creation rules. One of the intial responses to the first post was complete shock as to why on earth anyone would allow such an item. Read that post again, and you'll probably note that an obvious assumption was made in regards to how the item would work without any actual thought given to the item creation rules themselves. It's also obvious that an assumption was made because one of the possible options of said item was "9 permanent hit points", which certainly wouldn't destroy the balance of a game at all, not if appropriately priced, yet that option was completely ignored.</p><p></p><p>Had the time been taken to actually think about it, no doubt that assumption and rash conclusion would not have been made, and instead, a post that stated how you could do it and how you could balance it would have taken its place instead.</p><p></p><p>If said poster simply didn't like the idea of such an item, no matter how balanced it could be made, then it would have been easier to just state "I don't like the idea, so I wouldn't allow it, even though I know it could be created to be balanced well within the rules and would not whack out the game."</p><p></p><p>I'm not trying to be antagonistic, and I apologize if I'm coming across that way. I'm just expressing my opinion. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="kreynolds, post: 445771, member: 2829"] I think I understand where he's coming from, but I see some holes here. The original post asked how a use-activated cure light wounds item would work. The DMG gives rules on one creating new magic items, a chapter that essentially states "You (the DM) can make/allow new items, as per the rules. This chapter contains guidelines that will help you create/allow new items within the rules, guidelines that we also used to create the items you see listed throughout this book." An entire section of the Magic Item chapter is completely devoted to making new items. The original poster was asking how said item would function within the rules. I even went so far as to give possibilities as to how said item might function, and I drew those possiblities from the guidelines regarding the creation of new magic items within the rules. There is a big difference between saying "No, you can't have it" because you don't understand how you could make said item within the rules, and saying "Yes, here's how you could do it." because you understand the item creation rules, thus you know how to create said item within the rules, and you also have the foresight to create the item in a balanced manner. It's like telling someone that they aren't allowed to bungi(sp?) jump because you don't know how much stress the cord can take, and you don't even bother making the effort to find out whether or not the cord is up to the task at hand. It's a half-baked answer. I don't have a problem with the answer "I wouldn't allow it in my games.", and when I ask why, I get "Because it's my game and I said so." But, that's not a valid argument as to why someone thinks I shouldn't allow said item in my game, especially when I can prove that said item can indeed be created within the guidelines of the rules. I intend no insult, but I'm still convinced that the line that divides the DMs that allow custom items with approval and the DMs that don't allow custom items at all is largely based upon a lack of understanding of the item creation rules. One of the intial responses to the first post was complete shock as to why on earth anyone would allow such an item. Read that post again, and you'll probably note that an obvious assumption was made in regards to how the item would work without any actual thought given to the item creation rules themselves. It's also obvious that an assumption was made because one of the possible options of said item was "9 permanent hit points", which certainly wouldn't destroy the balance of a game at all, not if appropriately priced, yet that option was completely ignored. Had the time been taken to actually think about it, no doubt that assumption and rash conclusion would not have been made, and instead, a post that stated how you could do it and how you could balance it would have taken its place instead. If said poster simply didn't like the idea of such an item, no matter how balanced it could be made, then it would have been easier to just state "I don't like the idea, so I wouldn't allow it, even though I know it could be created to be balanced well within the rules and would not whack out the game." I'm not trying to be antagonistic, and I apologize if I'm coming across that way. I'm just expressing my opinion. :cool: [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Healing spells and use activated items= 1d8 per round?
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