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*Pathfinder & Starfinder
Magic Item Daily Power rule change and Elixir
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<blockquote data-quote="Shin Okada" data-source="post: 5348513" data-attributes="member: 1956"><p>I think I start to see the main difference between our style and yours.</p><p></p><p>I am used to play campaigns and sequel games, in which an event (or one big portion of a campaign) is short-cut by some unpredictable measure is not a problem at all. The PCs skipped the entire city-adventure part of the big story? What's wrong is it? The story goes on as long as PCs are living (or at least some PCs are living). The unpredictability and freedom of choice, are something welcomed.</p><p></p><p>But maybe that is not true when you are playing a one-shot game or something like living Greyhawk/FR games which basically have trouble if "that day's main-part" is skipped unpredictably.</p><p></p><p></p><p></p><p>I tend to agree with you that there are something PCs can't do in 4e. Magics in 3.5e or before were too all-mighty.</p><p></p><p>But, for me, magic and magic items are part of each fantasy game's "world law" or "physics". Which players can use as the base tool to think of approaches or solutions to challenges and situations. It is basically no different from non-magical measures such as ladder. And no different from blasters and space ship in a space opera game. The world of D&D is sword and sorcery. As sword is not that special, so as sorcery. Magic is part of the D&D world isn't it?</p><p></p><p>And, do you really think using ladder and going up to the 2nd floor is more "creative" than casting a knock, or using other magical ways to solve a "locked door" problem?</p><p></p><p>(By the way, this time no rule regarding Knock is changed. It is ritual and not magic item)</p><p></p><p></p><p>Anyway, what I am afraid of is that the large removal of makable magic items will largely reduce the ways for PCs to "re-prepare for rematch" within the rule. As you have pointed out, in 4e, PCs' capabilities are more strictly defined by rules, magic or not, comparing to the older editions. And encounters in the published adventures are more "fixed" and "static" comparing to those of pre-4e modules. So, when PCs fight a combat encounter once, and found that is difficult for them to win (or win reasonably), players tend to feel helpless.</p><p></p><p>It may not be needed in one-shot game, especially those with physical time limit (like those played at CONs) in which if PCs lose, they lose. But may harm much the playing experience of casual campaign or sequel games played in someone's house or in a gaming club, which re-challenges are welcomed.</p></blockquote><p></p>
[QUOTE="Shin Okada, post: 5348513, member: 1956"] I think I start to see the main difference between our style and yours. I am used to play campaigns and sequel games, in which an event (or one big portion of a campaign) is short-cut by some unpredictable measure is not a problem at all. The PCs skipped the entire city-adventure part of the big story? What's wrong is it? The story goes on as long as PCs are living (or at least some PCs are living). The unpredictability and freedom of choice, are something welcomed. But maybe that is not true when you are playing a one-shot game or something like living Greyhawk/FR games which basically have trouble if "that day's main-part" is skipped unpredictably. I tend to agree with you that there are something PCs can't do in 4e. Magics in 3.5e or before were too all-mighty. But, for me, magic and magic items are part of each fantasy game's "world law" or "physics". Which players can use as the base tool to think of approaches or solutions to challenges and situations. It is basically no different from non-magical measures such as ladder. And no different from blasters and space ship in a space opera game. The world of D&D is sword and sorcery. As sword is not that special, so as sorcery. Magic is part of the D&D world isn't it? And, do you really think using ladder and going up to the 2nd floor is more "creative" than casting a knock, or using other magical ways to solve a "locked door" problem? (By the way, this time no rule regarding Knock is changed. It is ritual and not magic item) Anyway, what I am afraid of is that the large removal of makable magic items will largely reduce the ways for PCs to "re-prepare for rematch" within the rule. As you have pointed out, in 4e, PCs' capabilities are more strictly defined by rules, magic or not, comparing to the older editions. And encounters in the published adventures are more "fixed" and "static" comparing to those of pre-4e modules. So, when PCs fight a combat encounter once, and found that is difficult for them to win (or win reasonably), players tend to feel helpless. It may not be needed in one-shot game, especially those with physical time limit (like those played at CONs) in which if PCs lose, they lose. But may harm much the playing experience of casual campaign or sequel games played in someone's house or in a gaming club, which re-challenges are welcomed. [/QUOTE]
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