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General Tabletop Discussion
*Pathfinder & Starfinder
Magic Items that Grant Skills (merged)
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<blockquote data-quote="Seraphna" data-source="post: 1415249" data-attributes="member: 17346"><p>Definition of Competence Bonus: A Bonus that GRANTS SKILL to a character that otherwise is not as skilled as before. This bonus is either granted through technical (a +1 or +2 bonus granted for forging the weapon or for using a skill or item for a long period of time.) OR Magical, gifting the character with a level of skill they do not otherwise possess. NO WHERE in the book does it even SUGGEST that magic items require a rank or 10 in ANY skill to use. </p><p></p><p>A magic item is a magic item is a magic item. This idea of a variant rule suggest magic is LESS POWERFUL then as it was created if someone is not innately skilled in it's benefit. And as for cheap... HAS ANYONE READ 3.5 YET??? Past +5 Competence... pricing for skill items has become rediculous. </p><p></p><p>And as for the "One person worked for 7 levels to gain this skill, the other bought a cloak..." did you bother to think about that the first person might have bought the cloak too? If Person 1 and Person 2 are both wearing Cloaks of Elvenkind, yet person 1 has 10 ranks of skill, that person is going to be at LEAST twice as skilled in hiding as the second.</p><p></p><p>And as for 10 ranks of jump not being good? Where do you get your crack from?</p><p></p><p>Let's assume that a player has a +3 STR Bonus, 10 Ranks in Jump, and Boots of Striding and Springing. Now, let's add that together, GASP! A +23 to Jump checks! That doesn't seem good at all! Wrong. The human move speed is thirty feet, correct? With a 5 foot head start, a character in this situation can long-jump 24-43 feet, and as striding and springing boots remove the jump height limits, the character can also LEAP THAT HIGH. </p><p></p><p>I don't know about you, but the ability to leap over a lot of climb checks, do a falling charge, and avoid most pit traps known to mankind is pretty damn impressive compared to a skill that oooooohhhh allows one to hide under heavy limitations and only until you strike at your enemy once, if they haven't already seen you.</p><p></p><p>Call me a purist, but I stick to the rules that Wizards of the Coast wrote. Wanna keep balance? Stop messing with the rules.</p></blockquote><p></p>
[QUOTE="Seraphna, post: 1415249, member: 17346"] Definition of Competence Bonus: A Bonus that GRANTS SKILL to a character that otherwise is not as skilled as before. This bonus is either granted through technical (a +1 or +2 bonus granted for forging the weapon or for using a skill or item for a long period of time.) OR Magical, gifting the character with a level of skill they do not otherwise possess. NO WHERE in the book does it even SUGGEST that magic items require a rank or 10 in ANY skill to use. A magic item is a magic item is a magic item. This idea of a variant rule suggest magic is LESS POWERFUL then as it was created if someone is not innately skilled in it's benefit. And as for cheap... HAS ANYONE READ 3.5 YET??? Past +5 Competence... pricing for skill items has become rediculous. And as for the "One person worked for 7 levels to gain this skill, the other bought a cloak..." did you bother to think about that the first person might have bought the cloak too? If Person 1 and Person 2 are both wearing Cloaks of Elvenkind, yet person 1 has 10 ranks of skill, that person is going to be at LEAST twice as skilled in hiding as the second. And as for 10 ranks of jump not being good? Where do you get your crack from? Let's assume that a player has a +3 STR Bonus, 10 Ranks in Jump, and Boots of Striding and Springing. Now, let's add that together, GASP! A +23 to Jump checks! That doesn't seem good at all! Wrong. The human move speed is thirty feet, correct? With a 5 foot head start, a character in this situation can long-jump 24-43 feet, and as striding and springing boots remove the jump height limits, the character can also LEAP THAT HIGH. I don't know about you, but the ability to leap over a lot of climb checks, do a falling charge, and avoid most pit traps known to mankind is pretty damn impressive compared to a skill that oooooohhhh allows one to hide under heavy limitations and only until you strike at your enemy once, if they haven't already seen you. Call me a purist, but I stick to the rules that Wizards of the Coast wrote. Wanna keep balance? Stop messing with the rules. [/QUOTE]
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