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*Pathfinder & Starfinder
Magic item rarity revision forthcoming?
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<blockquote data-quote="KarinsDad" data-source="post: 5402439" data-attributes="member: 2011"><p>A bit of an overeaction, wouldn't you say? I merely said that I found it amusing. I find a lot of other CB issues a lot more annoying (like clicking the button 20 times and waiting 3 seconds for each click to level up 20 times). With respect to common vs. uncommon vs. rare items, WotC partially mitigated one of their most annoying magic item problems (same level items with differing power or utility levels) conceptually, but not via implementation. It's great that they came up with a good idea, too bad they didn't follow through.</p><p></p><p>You think their implementation was wise. I think their implementation was lazy and hardly implemented at all. Sure, it saved them a lot of money by not doing the actual work, but it also is yet another way to disgruntle customers. Not as wise as you claim I think. You wouldn't be overreacting to mild comments against WotC if it weren't for the fact that so many people are complaining about their service at the moment.</p><p></p><p>People don't want to have to do the work themselves to figure out a good implementation for this solution to a problem that WotC themselves created. They want WotC to do it for them precisely because there are thousands of items. They want to go to the Compendium and filter by common or uncommon or rare (of course, the Compendium currently cannot do that).</p><p></p><p>And although the solution sounds good, it's not going to be work out that well in practice if most every PC is limited to crafting or purchasing only vanilla +2 neck items cause every other neck item is uncommon (ditto for all other items). If 20% or so of items are not common, the solution actually creates new problems with a deficit of common items at each level. For the solution to work, there needs to be a large enough pool of common items so that the uncommon ones feel special and cool and the common items handed out seem reasonable and not totally vanilla. Otherwise, the game will just be played with the players not even having the option to craft or purchase the items that they really want like they originally had.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5402439, member: 2011"] A bit of an overeaction, wouldn't you say? I merely said that I found it amusing. I find a lot of other CB issues a lot more annoying (like clicking the button 20 times and waiting 3 seconds for each click to level up 20 times). With respect to common vs. uncommon vs. rare items, WotC partially mitigated one of their most annoying magic item problems (same level items with differing power or utility levels) conceptually, but not via implementation. It's great that they came up with a good idea, too bad they didn't follow through. You think their implementation was wise. I think their implementation was lazy and hardly implemented at all. Sure, it saved them a lot of money by not doing the actual work, but it also is yet another way to disgruntle customers. Not as wise as you claim I think. You wouldn't be overreacting to mild comments against WotC if it weren't for the fact that so many people are complaining about their service at the moment. People don't want to have to do the work themselves to figure out a good implementation for this solution to a problem that WotC themselves created. They want WotC to do it for them precisely because there are thousands of items. They want to go to the Compendium and filter by common or uncommon or rare (of course, the Compendium currently cannot do that). And although the solution sounds good, it's not going to be work out that well in practice if most every PC is limited to crafting or purchasing only vanilla +2 neck items cause every other neck item is uncommon (ditto for all other items). If 20% or so of items are not common, the solution actually creates new problems with a deficit of common items at each level. For the solution to work, there needs to be a large enough pool of common items so that the uncommon ones feel special and cool and the common items handed out seem reasonable and not totally vanilla. Otherwise, the game will just be played with the players not even having the option to craft or purchase the items that they really want like they originally had. [/QUOTE]
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