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*Pathfinder & Starfinder
Magic items are finally rare !
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<blockquote data-quote="brehobit" data-source="post: 3891319" data-attributes="member: 12032"><p>I actually think this announcement was backing away from the original way of keeping the number of items down.</p><p></p><p>I strongly suspect they were looking at providing penalties for using magic items. So like the weapons of legacy you'd have to give up something maintaining a fairly neutral power-level. </p><p></p><p>This obviously has lots of problems. Loot isn't so great if it's just a break-even proposition, and getting the balance right would be hard. But otherwise the "need" items issue continues.</p><p></p><p></p><p>Here's where I think they are going:</p><p>#1 More strictly limited number of slots than 3e. (say 5?) and very few unslotted items.</p><p>#2 Fewer items that provide raw bonuses. Instead swift/immediate usage will be common. This in effect limits stacking of items while providing options.</p><p></p><p>Here's what I think they should add:</p><p></p><p>#3a Some minor, and reasonable penalty for using a certain class of item. So for example, using a magic sword might involve it "taking over" some of your reactions and you lose a bit of judgement. So you get the ability to use action points to reroll attack checks only if you aren't attacking with a magic weapon. Using a magic helmet might reduce an armor bonus by 1 (min 4) as it doesn't provide the protection of a real helmet in heavy armor. Certain items (rings, amulets, etc.) might make you an easier target for certain spells (say -1 to will saves) or perhaps have a chance of exploding if you get criticalled by a fire attack. etc. etc. Generally more powerful items have somewhat worse problems (explode for more damage, -2 to will saves, helm might break if AC difference mattered, etc.)</p><p></p><p>My #3a is similar to the weapons of legacy rules, but aren't as nasty. And as long as the slots are kept down AND most items of a given slot tend to have the same disadvantage, it won't be that hard to keep track of. And certain characters will tend not to use certain kinds of items. </p><p></p><p>#3b (another option) Using most magic items requires attunement. So you spend EXP and time to be able to use an item at all. Further, the item soaks a % of your EXP earned. Some items just burn the EXP, others get more powerful. So a +1 sword might require 50EXP and an hour to attune to, while a +5 sword might require 1000 EXP, 2 days, and it might take 5% of all EXP. This makes minor magic items fairly worthless (which they mostly are now), one-shot items (which generally won't require this) much more popular, and again keeps the number of items down. But the mechanics suck...</p><p></p><p>Ah well..</p></blockquote><p></p>
[QUOTE="brehobit, post: 3891319, member: 12032"] I actually think this announcement was backing away from the original way of keeping the number of items down. I strongly suspect they were looking at providing penalties for using magic items. So like the weapons of legacy you'd have to give up something maintaining a fairly neutral power-level. This obviously has lots of problems. Loot isn't so great if it's just a break-even proposition, and getting the balance right would be hard. But otherwise the "need" items issue continues. Here's where I think they are going: #1 More strictly limited number of slots than 3e. (say 5?) and very few unslotted items. #2 Fewer items that provide raw bonuses. Instead swift/immediate usage will be common. This in effect limits stacking of items while providing options. Here's what I think they should add: #3a Some minor, and reasonable penalty for using a certain class of item. So for example, using a magic sword might involve it "taking over" some of your reactions and you lose a bit of judgement. So you get the ability to use action points to reroll attack checks only if you aren't attacking with a magic weapon. Using a magic helmet might reduce an armor bonus by 1 (min 4) as it doesn't provide the protection of a real helmet in heavy armor. Certain items (rings, amulets, etc.) might make you an easier target for certain spells (say -1 to will saves) or perhaps have a chance of exploding if you get criticalled by a fire attack. etc. etc. Generally more powerful items have somewhat worse problems (explode for more damage, -2 to will saves, helm might break if AC difference mattered, etc.) My #3a is similar to the weapons of legacy rules, but aren't as nasty. And as long as the slots are kept down AND most items of a given slot tend to have the same disadvantage, it won't be that hard to keep track of. And certain characters will tend not to use certain kinds of items. #3b (another option) Using most magic items requires attunement. So you spend EXP and time to be able to use an item at all. Further, the item soaks a % of your EXP earned. Some items just burn the EXP, others get more powerful. So a +1 sword might require 50EXP and an hour to attune to, while a +5 sword might require 1000 EXP, 2 days, and it might take 5% of all EXP. This makes minor magic items fairly worthless (which they mostly are now), one-shot items (which generally won't require this) much more popular, and again keeps the number of items down. But the mechanics suck... Ah well.. [/QUOTE]
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