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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Inherent Bonuses and Magic Items
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<blockquote data-quote="Larrin" data-source="post: 5469301" data-attributes="member: 55816"><p>The bonuses in general do not stack, they are both enhancement (certainly they should be), so to hit and damage use the higher of the two. Critical damage is not addressed to my knowledge, but i think counting the higher of the two as the "per plus" is a legitimate ruling. I wouldn't let the inherent bonus do much else though (items that grant a bonus 'equal to enhancement' i would keep at the bought value)</p><p></p><p>Why mix the two? You can also use inherent bonuses when you want characters to care less about weapon/armor/neck items, ie they don't NEED to spend lots of money to keep their axe up to level, so they can get neat rings, potions, wondrous items. I've experienced this in a campaign and didn't think it was a bad idea at all. In this case you got 1d6 per plus on a critical even without a magic weapon.</p><p></p><p>The real question is: If your +3 enhanced player has a +1 weapon, should it be worth his time worth his time to use it? Do you want them using magic weapons at all? Only the DM can answer this, since he made the call to allow both inherent bonuses AND magic weapons. If you want them to have magic weapons, then you need to adjust to the fact that they can buy cheap +1 weapons and maybe get some good lifetime benefits from this; this should be taken into account with enemies, treasure, and future magic items. If you don't want to forbid the existence of magic items but feel that if the players want a +3 axe with extra sauce they should pay +3 prices, then announce that using a +1 item gives a +1 bonus, even if its lower than what you'd get with a normal axe. Kinda silly, the PC being better with a crappy stick than an +1 enchanted stick, but its certainly a choice.</p><p></p><p>If you want things simple and straight forward, don't mix magic weapons/armour/neck items with inherent bonuses.</p></blockquote><p></p>
[QUOTE="Larrin, post: 5469301, member: 55816"] The bonuses in general do not stack, they are both enhancement (certainly they should be), so to hit and damage use the higher of the two. Critical damage is not addressed to my knowledge, but i think counting the higher of the two as the "per plus" is a legitimate ruling. I wouldn't let the inherent bonus do much else though (items that grant a bonus 'equal to enhancement' i would keep at the bought value) Why mix the two? You can also use inherent bonuses when you want characters to care less about weapon/armor/neck items, ie they don't NEED to spend lots of money to keep their axe up to level, so they can get neat rings, potions, wondrous items. I've experienced this in a campaign and didn't think it was a bad idea at all. In this case you got 1d6 per plus on a critical even without a magic weapon. The real question is: If your +3 enhanced player has a +1 weapon, should it be worth his time worth his time to use it? Do you want them using magic weapons at all? Only the DM can answer this, since he made the call to allow both inherent bonuses AND magic weapons. If you want them to have magic weapons, then you need to adjust to the fact that they can buy cheap +1 weapons and maybe get some good lifetime benefits from this; this should be taken into account with enemies, treasure, and future magic items. If you don't want to forbid the existence of magic items but feel that if the players want a +3 axe with extra sauce they should pay +3 prices, then announce that using a +1 item gives a +1 bonus, even if its lower than what you'd get with a normal axe. Kinda silly, the PC being better with a crappy stick than an +1 enchanted stick, but its certainly a choice. If you want things simple and straight forward, don't mix magic weapons/armour/neck items with inherent bonuses. [/QUOTE]
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