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<blockquote data-quote="Garthanos" data-source="post: 7455223" data-attributes="member: 82504"><p>They are almost all of them exactly magic item mechanics good sir and have costs and availability just like them. Some with more than one preparation count as more than one item combined. Something I do with magic items.</p><p></p><p>There will likely be an iron armbands of power to had in a different flavor... but the "must haves" are no more here than on the magic item lists.</p><p></p><p>I moved these to their own thread because they were based around items not rituals and so weren't much like the practices. (with only a preparation time of a minor action or two - the defense / armor types being the exception).</p><p></p><p>It does turn out a few items interact with skills in ways we do have practices doing very similar to the alternate skill use and that also makes things ambiguous however most practices take longer to perform than items do to equip and use. </p><p></p><p>For the disarming flourish technique there is an item which allows one to use strength to intimidate with all the time. (you mentioned that you were considering that effect in practices instead of swapping skills) . I think a full swap out athletics and thievery for a targeted use instead of just attributes for every use, made more sense. (guess I made it more practice like with that and then thinking we needed an assured effect even on a failure is also). </p><p></p><p>I am finding the need to differentiate things more and more annoying. I mean preparing a practice so it can be used quickly makes it into a dispensable magic item. There goes the barriers again.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7455223, member: 82504"] They are almost all of them exactly magic item mechanics good sir and have costs and availability just like them. Some with more than one preparation count as more than one item combined. Something I do with magic items. There will likely be an iron armbands of power to had in a different flavor... but the "must haves" are no more here than on the magic item lists. I moved these to their own thread because they were based around items not rituals and so weren't much like the practices. (with only a preparation time of a minor action or two - the defense / armor types being the exception). It does turn out a few items interact with skills in ways we do have practices doing very similar to the alternate skill use and that also makes things ambiguous however most practices take longer to perform than items do to equip and use. For the disarming flourish technique there is an item which allows one to use strength to intimidate with all the time. (you mentioned that you were considering that effect in practices instead of swapping skills) . I think a full swap out athletics and thievery for a targeted use instead of just attributes for every use, made more sense. (guess I made it more practice like with that and then thinking we needed an assured effect even on a failure is also). I am finding the need to differentiate things more and more annoying. I mean preparing a practice so it can be used quickly makes it into a dispensable magic item. There goes the barriers again. [/QUOTE]
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