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*Pathfinder & Starfinder
Magic Item Daily Power Usage Limits
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4605638" data-attributes="member: 5143"><p>The 5 minute work day can be addressed by the DM sometimes, but not others. Sometimes you want a rules solution for when the DM can't. When I run a plot-line that requires the players to control the pace of the adventure on their own, I want there to be a real reason not to turn around after one combat every day.</p><p></p><p>The point of it wasn't to remove the NEED for magic items, but to reduce the DEPENDENCE on them. They are entirely different things. You can need items without being dependent on them. You are dependent on your class powers, but you just need your magic items.</p><p></p><p>I certainly know that if I allowed my players to use unlimited daily powers, they would go hunting for the best daily powers they could find, especially on unslotted items and use as many of them as they could during the first battle every day.</p><p></p><p>The entire point of separating powers into At-Will, Encounter, and Daily for 4e was that the pace of the game would be decided by your powers. In the average round you use a At-Will power, once per combat when it is really needed you pull out the big guns(your Encounter) and once per day when you are likely to die, you pull out your Daily. Magic items short circuit that pacing by letting you use a Daily(or Encounter) power ability more often. Which is fine, as long as they become the very rare thing you use. Without the limitation, the game quickly turns into:</p><p></p><p>"I hit with my Daily power, I activate my Gauntlets of Ogre Power to do extra damage. I activate my Lightning Weapon, hitting everyone around me. Then I use my Veteran's Armor to get back my Daily. Then I activate my Cloak of Resistance to gain resist 5 to all until the start of my next turn. On my next turn, I hit with my Daily again."</p><p></p><p>The game becomes more about your items than it does your actual powers and class.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4605638, member: 5143"] The 5 minute work day can be addressed by the DM sometimes, but not others. Sometimes you want a rules solution for when the DM can't. When I run a plot-line that requires the players to control the pace of the adventure on their own, I want there to be a real reason not to turn around after one combat every day. The point of it wasn't to remove the NEED for magic items, but to reduce the DEPENDENCE on them. They are entirely different things. You can need items without being dependent on them. You are dependent on your class powers, but you just need your magic items. I certainly know that if I allowed my players to use unlimited daily powers, they would go hunting for the best daily powers they could find, especially on unslotted items and use as many of them as they could during the first battle every day. The entire point of separating powers into At-Will, Encounter, and Daily for 4e was that the pace of the game would be decided by your powers. In the average round you use a At-Will power, once per combat when it is really needed you pull out the big guns(your Encounter) and once per day when you are likely to die, you pull out your Daily. Magic items short circuit that pacing by letting you use a Daily(or Encounter) power ability more often. Which is fine, as long as they become the very rare thing you use. Without the limitation, the game quickly turns into: "I hit with my Daily power, I activate my Gauntlets of Ogre Power to do extra damage. I activate my Lightning Weapon, hitting everyone around me. Then I use my Veteran's Armor to get back my Daily. Then I activate my Cloak of Resistance to gain resist 5 to all until the start of my next turn. On my next turn, I hit with my Daily again." The game becomes more about your items than it does your actual powers and class. [/QUOTE]
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Magic Item Daily Power Usage Limits
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