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<blockquote data-quote="Mandragola" data-source="post: 6371750" data-attributes="member: 6779173"><p>Thinking about it, yes it seems you're right. I'm actually running an adventure (and will try not to use any spoilers) for a starting group and it does feature "caster items". Rather than giving the caster +1 to hit and damage they are more like 3rd edition wands, staves and so on. They let off spells and have charges. The difference is that they recover a few charges each day so they become a permanent part of a character's kit, unless he gets unlucky and it falls apart when it reaches 0 charges. You roll a d20 when it's out of charge and on a 1 the item stops working.</p><p></p><p>Under the current mechanics a +1 caster item, if it existed, wouldn't make a difference to saves. That's not calculated into the formula, which is just 8+stat+proficiency. I suppose the item itself could say it raised the DC though.</p><p></p><p>The adventure features at least one pretty high-level "solo" baddy. This thing has multiple attacks a round and a better +to hit and AC than you'd generally see, both by at least a couple of points. The striking thing is the damage it can hand out though - multiple attacks each doing bugbear-level damage and good at hitting.</p><p></p><p>While a party's AC and +to hit will go up only slowly, their hit points will still go up in a linear progression. That means higher-level bad guys need to be able to hand out serious amounts of damage per target to keep up. A spell like hex on a big nasty could make an enormous difference to how the fight plays out.</p></blockquote><p></p>
[QUOTE="Mandragola, post: 6371750, member: 6779173"] Thinking about it, yes it seems you're right. I'm actually running an adventure (and will try not to use any spoilers) for a starting group and it does feature "caster items". Rather than giving the caster +1 to hit and damage they are more like 3rd edition wands, staves and so on. They let off spells and have charges. The difference is that they recover a few charges each day so they become a permanent part of a character's kit, unless he gets unlucky and it falls apart when it reaches 0 charges. You roll a d20 when it's out of charge and on a 1 the item stops working. Under the current mechanics a +1 caster item, if it existed, wouldn't make a difference to saves. That's not calculated into the formula, which is just 8+stat+proficiency. I suppose the item itself could say it raised the DC though. The adventure features at least one pretty high-level "solo" baddy. This thing has multiple attacks a round and a better +to hit and AC than you'd generally see, both by at least a couple of points. The striking thing is the damage it can hand out though - multiple attacks each doing bugbear-level damage and good at hitting. While a party's AC and +to hit will go up only slowly, their hit points will still go up in a linear progression. That means higher-level bad guys need to be able to hand out serious amounts of damage per target to keep up. A spell like hex on a big nasty could make an enormous difference to how the fight plays out. [/QUOTE]
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