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Magic item creation question for the DMs
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<blockquote data-quote="Victim" data-source="post: 121774" data-attributes="member: 78"><p>Adding really powerful skill items doesn't really take way the point of skill based classes, no more than a +5 weapon takes away the point of a barbarian. They just create an additional area for an arms race. It's assumed that high level characters will have powreful magic weapons and defenses. Powerful skill items just mean that it's assumed that they'll also have said skill items. If +40 skill items are allowed - I tend to think that there's a cap on certain bonuses for items below artifact level, like a weapon can't have more than +5 enhancement and +10 total - then it just means that many characters will those items along with +40 items in Spot, etc. Just as you wouldn't run around without a magic weapon at level 20, many characters might not venture outside without their contact lense of sumpreme seeing and hearing aids +40. </p><p></p><p></p><p></p><p>I'd just like to comment about your operating theory on fighters and magic items.</p><p></p><p>A fighter who exclusively focuses on weapons and armor at high levels is a rather straightjacketed character with glaring weaknesses. Powerful magic items are his chance to develop other skills that other characters have taken for granted for a long time, and counter some potentially crippling weaknesses. Look at the CRs on pure melee combat monsters with no brains. They're all a bit lower than pure melee damage ability would indicate. Why? Because encounter with enemies that can't fly, effectively fight invisible people, or make saves against crippling effects are easily trivialized. Consider the same effect for player characters. </p><p></p><p>Slapping a GMW on a moderately enchanted weapon gives a character a serviceable weapon for almost all day. The utility type effects that a fighter needs usually have much shorter durations.</p></blockquote><p></p>
[QUOTE="Victim, post: 121774, member: 78"] Adding really powerful skill items doesn't really take way the point of skill based classes, no more than a +5 weapon takes away the point of a barbarian. They just create an additional area for an arms race. It's assumed that high level characters will have powreful magic weapons and defenses. Powerful skill items just mean that it's assumed that they'll also have said skill items. If +40 skill items are allowed - I tend to think that there's a cap on certain bonuses for items below artifact level, like a weapon can't have more than +5 enhancement and +10 total - then it just means that many characters will those items along with +40 items in Spot, etc. Just as you wouldn't run around without a magic weapon at level 20, many characters might not venture outside without their contact lense of sumpreme seeing and hearing aids +40. I'd just like to comment about your operating theory on fighters and magic items. A fighter who exclusively focuses on weapons and armor at high levels is a rather straightjacketed character with glaring weaknesses. Powerful magic items are his chance to develop other skills that other characters have taken for granted for a long time, and counter some potentially crippling weaknesses. Look at the CRs on pure melee combat monsters with no brains. They're all a bit lower than pure melee damage ability would indicate. Why? Because encounter with enemies that can't fly, effectively fight invisible people, or make saves against crippling effects are easily trivialized. Consider the same effect for player characters. Slapping a GMW on a moderately enchanted weapon gives a character a serviceable weapon for almost all day. The utility type effects that a fighter needs usually have much shorter durations. [/QUOTE]
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