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General Tabletop Discussion
*Pathfinder & Starfinder
[MIC} Adding common effects to magic items
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<blockquote data-quote="Runestar" data-source="post: 4380913" data-attributes="member: 72317"><p>You miss the point of the new MIC rules.</p><p></p><p>Previously, the major stat boosters were deemed to be so crucial to your character that it was unfathomable that you would want to use any other magic items. If not for this rule, MIC would be largely useless, since it would not matter how useful a belt of healing or battle is - at the end of the day, I would still opt to wear a belt of str over one. Likewise, a monk who wanted to wear an amulet of mighty fists often had to agonize over whether to use it over a periapt of wisdom or NA+5.</p><p></p><p>The new rules allow you to both benefit from the basic items (cloak of resistance, +6 stat gear etc) and still be able to use other magic gear. Instead of having to choose between a belt of battle and belt of str+6, I can now have both at no additional charge. Likewise, I can have amulet of mighty fists+5 which also grants +6wis and +5NA without having to pay extra.</p><p></p><p>In a way, it is like having your cake and getting to eat it too. It might seem like power-gaming, but considering how reliant on eq 3e PCs were, it really is the best compromise there is. Now your PCs can get to use "fun and exciting" magic items without worrying that they are too weak because they shunned the basic stat-boosting eq (which the game assumes that you have).<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Runestar, post: 4380913, member: 72317"] You miss the point of the new MIC rules. Previously, the major stat boosters were deemed to be so crucial to your character that it was unfathomable that you would want to use any other magic items. If not for this rule, MIC would be largely useless, since it would not matter how useful a belt of healing or battle is - at the end of the day, I would still opt to wear a belt of str over one. Likewise, a monk who wanted to wear an amulet of mighty fists often had to agonize over whether to use it over a periapt of wisdom or NA+5. The new rules allow you to both benefit from the basic items (cloak of resistance, +6 stat gear etc) and still be able to use other magic gear. Instead of having to choose between a belt of battle and belt of str+6, I can now have both at no additional charge. Likewise, I can have amulet of mighty fists+5 which also grants +6wis and +5NA without having to pay extra. In a way, it is like having your cake and getting to eat it too. It might seem like power-gaming, but considering how reliant on eq 3e PCs were, it really is the best compromise there is. Now your PCs can get to use "fun and exciting" magic items without worrying that they are too weak because they shunned the basic stat-boosting eq (which the game assumes that you have).:) [/QUOTE]
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[MIC} Adding common effects to magic items
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