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*Pathfinder & Starfinder
Inherent Bonuses and Magic Items
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<blockquote data-quote="KarinsDad" data-source="post: 5692511" data-attributes="member: 2011"><p>Here's how I run inherent for my game.</p><p></p><p>1) All PCs get inherent bonuses for to hit/damage and defenses. Inherent bonuses do not apply to criticals.</p><p></p><p>2) If a PC has a weapon, implement, neck item, or armor magic item, the item works as advertised. A +2 weapon will do 2dX damage on a critical (X being based on the item), regardless of whether the PC is level 4 or level 24.</p><p></p><p>3) The exception to #2 is that the bonus to hit or defense will always be a minimum of the current inherent bonus.</p><p></p><p>4) Level related effects of weapon, implement, neck item, and armor are based on the magic item in question. For example, a level 7 Dwarven Thrower will do 4 extra points of damage with the Daily power, regardless of the level of the user.</p><p></p><p></p><p>So yes, PCs can use a normal sword at level 7 and get +2 to hit, but +0d6 for a critical. PCs with a +1 sword would typically be +2 to hit and +1d6 on a critical at level 7.</p><p></p><p>The reason I run it this way is because I am not using inherent bonuses to get rid of the Christmas tree effect per se and make it low magic world.</p><p></p><p>I'm using inherent bonuses to keep all PCs close to each other with their to hits and defenses. Players will still want to go out and acquire magical items. As DM, I'm just not forced to constantly hand them out at specific points in time that often do not match good times in the storyline.</p><p></p><p>The lack of a inherent bonus critical and of these items not auto-improving in other areas means that players will often want to upgrade them. On the other hand, if a PC acquires an item at low level that just works great for that PC, s/he doesn't have to ever upgrade it or trade it in for something else. The most important aspects (to hit/damage, or defense) of the item continue to improve with level.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5692511, member: 2011"] Here's how I run inherent for my game. 1) All PCs get inherent bonuses for to hit/damage and defenses. Inherent bonuses do not apply to criticals. 2) If a PC has a weapon, implement, neck item, or armor magic item, the item works as advertised. A +2 weapon will do 2dX damage on a critical (X being based on the item), regardless of whether the PC is level 4 or level 24. 3) The exception to #2 is that the bonus to hit or defense will always be a minimum of the current inherent bonus. 4) Level related effects of weapon, implement, neck item, and armor are based on the magic item in question. For example, a level 7 Dwarven Thrower will do 4 extra points of damage with the Daily power, regardless of the level of the user. So yes, PCs can use a normal sword at level 7 and get +2 to hit, but +0d6 for a critical. PCs with a +1 sword would typically be +2 to hit and +1d6 on a critical at level 7. The reason I run it this way is because I am not using inherent bonuses to get rid of the Christmas tree effect per se and make it low magic world. I'm using inherent bonuses to keep all PCs close to each other with their to hits and defenses. Players will still want to go out and acquire magical items. As DM, I'm just not forced to constantly hand them out at specific points in time that often do not match good times in the storyline. The lack of a inherent bonus critical and of these items not auto-improving in other areas means that players will often want to upgrade them. On the other hand, if a PC acquires an item at low level that just works great for that PC, s/he doesn't have to ever upgrade it or trade it in for something else. The most important aspects (to hit/damage, or defense) of the item continue to improve with level. [/QUOTE]
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