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Item-swapping: what to do about it?
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1774468" data-attributes="member: 16936"><p>Our group shared items, too, though not for "everyday" obstacles like traps and so on.</p><p></p><p>But you'd better believe that every time someone had been level-drained, whoever had the best resistance-granting items would pass them over to the drained character for the next day's saving throw, and in the hour around the time that the save was due we'd be casting whatever save-enhancing spells would stack with 'em. It was in no one's best interest to let someone in the party lose a level permanently.</p><p></p><p>Wands and potions were also passed around freely to characters who might be needing them. </p><p></p><p>And on one occasion the weapon that did the most damage against the things we were fighting was loaned out to the only character whose attack bonus was actually high enough to hit 'em.</p><p></p><p>I think if it had been less of a bookkeeping exercise to keep track of who was holding what (and if we'd made less effort to keep the party together), we might have swapped items around more often; as it was, we ended up only loaning out equipment when there was a great need.</p><p></p><p>But even if it's causing a real problem in the game, I still have to agree with wilder_jw: attunement's a bad solution when it's implemented in the middle of the game. It's a bad idea to change fundamental rules about how items work when they've worked the other way for most of the game.</p><p></p><p>So I'd go with the people who are advocating giving the party less time to plan out strategies and optimize their item loadouts, and forcing more full-party encounters on them. When the rogue gets loaded up for bear and sneaks off to disable a trap, there shouldn't be any time for him to pass that gear back to his friends before the horde of monsters and flurry of spells descends upon them. Force them to think further ahead than just the next trap, and don't let them approach these challenges so methodically. Give 'em deadlines to meet, and keep the pressure on.</p><p></p><p>It won't change the usefulness of trading items to the people with the greatest need, but it'll reduce their opportunities to actually DO it. So eventually they might just trade items only when it's absolutely critical that Bob makes that fortitude save.</p><p></p><p>--</p><p>also, if it's really bothering you, you need to tell the players about it</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1774468, member: 16936"] Our group shared items, too, though not for "everyday" obstacles like traps and so on. But you'd better believe that every time someone had been level-drained, whoever had the best resistance-granting items would pass them over to the drained character for the next day's saving throw, and in the hour around the time that the save was due we'd be casting whatever save-enhancing spells would stack with 'em. It was in no one's best interest to let someone in the party lose a level permanently. Wands and potions were also passed around freely to characters who might be needing them. And on one occasion the weapon that did the most damage against the things we were fighting was loaned out to the only character whose attack bonus was actually high enough to hit 'em. I think if it had been less of a bookkeeping exercise to keep track of who was holding what (and if we'd made less effort to keep the party together), we might have swapped items around more often; as it was, we ended up only loaning out equipment when there was a great need. But even if it's causing a real problem in the game, I still have to agree with wilder_jw: attunement's a bad solution when it's implemented in the middle of the game. It's a bad idea to change fundamental rules about how items work when they've worked the other way for most of the game. So I'd go with the people who are advocating giving the party less time to plan out strategies and optimize their item loadouts, and forcing more full-party encounters on them. When the rogue gets loaded up for bear and sneaks off to disable a trap, there shouldn't be any time for him to pass that gear back to his friends before the horde of monsters and flurry of spells descends upon them. Force them to think further ahead than just the next trap, and don't let them approach these challenges so methodically. Give 'em deadlines to meet, and keep the pressure on. It won't change the usefulness of trading items to the people with the greatest need, but it'll reduce their opportunities to actually DO it. So eventually they might just trade items only when it's absolutely critical that Bob makes that fortitude save. -- also, if it's really bothering you, you need to tell the players about it ryan [/QUOTE]
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Item-swapping: what to do about it?
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