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*Pathfinder & Starfinder
How I Stopped Worrying and Learned To Love Standard Plusses
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<blockquote data-quote="Nymrohd" data-source="post: 4011963" data-attributes="member: 59126"><p>Some random ramblings on magic items</p><p></p><p>How exactly can the secondary slot items be created in a way that they are concurrently interesting and appealing to players, without providing significant, even if temporary and circumstantial, combat bonuses?</p><p></p><p>Many of the nay-sayers (and they have every right to their opinion), provide the argument that if secondary slot items are there, even if their abilities are circumstantial and temporary, their usefulness in combat will make players demand said items, on the classic and human concept of if I can have something then I must have it.</p><p></p><p>We can easily infer from the article that encounters will be designed with only the primary slots in mind, so magic items will simply make encounters easier, or at least provide another way to extricate yourself from a potential TPK (just as the new healing rules and the action point inclusion seem to intent). </p><p></p><p>Is anything being done to openly discourage the Ye Olde Magic Shop Inc. concept? Also is that action taken in the DMG, or is it ingrained in the PHB so that players begin with the concept in mind?</p><p></p><p>How simple is item creation and item creation rules? The rules in 3.x for item creation were in large part the reason why characters justified the trade of encounter loot into gold to buy stat booster items, on the premise that item creation was defined, with items being directly priced, and the demographics of the DMG directly stating that anything below the GP limit of a city was buyable.</p></blockquote><p></p>
[QUOTE="Nymrohd, post: 4011963, member: 59126"] Some random ramblings on magic items How exactly can the secondary slot items be created in a way that they are concurrently interesting and appealing to players, without providing significant, even if temporary and circumstantial, combat bonuses? Many of the nay-sayers (and they have every right to their opinion), provide the argument that if secondary slot items are there, even if their abilities are circumstantial and temporary, their usefulness in combat will make players demand said items, on the classic and human concept of if I can have something then I must have it. We can easily infer from the article that encounters will be designed with only the primary slots in mind, so magic items will simply make encounters easier, or at least provide another way to extricate yourself from a potential TPK (just as the new healing rules and the action point inclusion seem to intent). Is anything being done to openly discourage the Ye Olde Magic Shop Inc. concept? Also is that action taken in the DMG, or is it ingrained in the PHB so that players begin with the concept in mind? How simple is item creation and item creation rules? The rules in 3.x for item creation were in large part the reason why characters justified the trade of encounter loot into gold to buy stat booster items, on the premise that item creation was defined, with items being directly priced, and the demographics of the DMG directly stating that anything below the GP limit of a city was buyable. [/QUOTE]
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How I Stopped Worrying and Learned To Love Standard Plusses
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