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General Tabletop Discussion
*Pathfinder & Starfinder
Limits for magic items PCs can buy when starting at high level
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<blockquote data-quote="Nonlethal Force" data-source="post: 3288936" data-attributes="member: 35788"><p>Except at official RPGA conventions and other places where powergamers are known to hang out ... I really think that strict item requirements are not necessary.</p><p></p><p></p><p></p><p>I like this statement, though. Beyond that, let the players pick.</p><p></p><p>See, I'm a member of the camp that believes that players who choose 1 big item need to be taught a lesson about diversity. If a player spends a ton of money on one item it is a reflection upon the DM style than more than anything else. It is essentially a sign that the player is giving the DM. It says <em>"The DM challenges us through combat almost all the time. Therefore, if I make myself hard to hit then I'll live."</em> Note: this may be true or it may be false. But it is the player's perception of the DM style.</p><p></p><p>I'd personally let the player buy such an item. I'd even throw him a few bones in combat so that his choice has some use. But, I'd also throw him some encounters that combat didn't defeat. Throw him a few encounters that improving his saves might have made easier. Throw him a few encounters where the enemy has a really high AC and saves but a poor attack so that he might have wanted to make his own attack better. Throw him a few encounters where resistance to elemental damage might have been needed. You get my point.</p><p></p><p>RPGs are always give and take. RPGs are also better when people are <strong>taught</strong> to be diverse and use forethought rather than be <strong>forced</strong> into it through a complex set of rules.</p><p></p><p>EDIT: I also believe that RPGs are est when the DM evaluates the party and constantly plays the give and take. Regardless of what items the players select, they will have strengths and weaknesses. DMs should be diverse enough to allow the players to play to strengths as hard as they want but also challenge them in their weaknesses. The less diverse a character is ... the <em>easier</em> this becomes. When players select one or two major items rather than a host of lesser items your job as a DM is actually easier. Your players need to learn that ... not have it forced upon them through regulations.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 3288936, member: 35788"] Except at official RPGA conventions and other places where powergamers are known to hang out ... I really think that strict item requirements are not necessary. I like this statement, though. Beyond that, let the players pick. See, I'm a member of the camp that believes that players who choose 1 big item need to be taught a lesson about diversity. If a player spends a ton of money on one item it is a reflection upon the DM style than more than anything else. It is essentially a sign that the player is giving the DM. It says [I]"The DM challenges us through combat almost all the time. Therefore, if I make myself hard to hit then I'll live."[/I] Note: this may be true or it may be false. But it is the player's perception of the DM style. I'd personally let the player buy such an item. I'd even throw him a few bones in combat so that his choice has some use. But, I'd also throw him some encounters that combat didn't defeat. Throw him a few encounters that improving his saves might have made easier. Throw him a few encounters where the enemy has a really high AC and saves but a poor attack so that he might have wanted to make his own attack better. Throw him a few encounters where resistance to elemental damage might have been needed. You get my point. RPGs are always give and take. RPGs are also better when people are [B]taught[/B] to be diverse and use forethought rather than be [B]forced[/B] into it through a complex set of rules. EDIT: I also believe that RPGs are est when the DM evaluates the party and constantly plays the give and take. Regardless of what items the players select, they will have strengths and weaknesses. DMs should be diverse enough to allow the players to play to strengths as hard as they want but also challenge them in their weaknesses. The less diverse a character is ... the [I]easier[/I] this becomes. When players select one or two major items rather than a host of lesser items your job as a DM is actually easier. Your players need to learn that ... not have it forced upon them through regulations. [/QUOTE]
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