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General Tabletop Discussion
*Pathfinder & Starfinder
Multi-property magic items
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<blockquote data-quote="Doctor Proctor" data-source="post: 4587361" data-attributes="member: 78547"><p>The only way I would allow stuff like this in was through Artifacts. Artifacts are much easier to control, and usually have some sort of a drawback or condition that you must satisfy. They also eventually go away, which is great if the thing turns out to be too powerful.</p><p></p><p>Also, while I understand that there was some ruling about holding a second implement and getting it's properties, isn't that enough in and of itself? This was probably an attempt to balance implements with things like a TWF Ranger wearing Bracers and wielding two magic weapons. If so, it was a big mistake by WotC...</p><p></p><p>Other classes don't really get the benefit of using a non-weapon in the offhand to add to their attacks. My Sword and Board Fighter, for example, can't use a Spiked Shield and add the enchantment to attacks with main-hand weapon. It just doesn't work that way. I either have to chose which item I'm attacking with, use powers like Dual Strike that allow for two attacks, or I would just need to use a regular shield with defensive enchantments on it. Suddenly giving the Arcane classes the ability to wield two implements with multiple property enchantments and then add them all into a single attack is just asking to be ridiculously broken. It's also bound to piss other people off who will want something similar... </p><p></p><p>Try explaining to the Fighter why he can't have 3 sets of Summoned Armor combined with another effect so that at the start of a battle he can pick what kind of armor he's going to wear. "Oh, fire enemies? And Undead? I'll have to summon my Blackiron armor", or "What? A Blue Dragon? Thank goodness I can also summon up my Blue Dragonscale armor!". Or why can't he have a Battlecrazed/Bloodthirsty Sword (Bloodcrazed? Battlethirsty?) so that he does more damage when he's bloodied and more damage on bloodied opponents?</p><p></p><p>My Fighter, for example, never made the switch to Battlerager or Tempest. So I still have that +1 from Fighter Weapon Talent. That +1 is enough to offset having a magic item that's one "plus" behind the others, as long as I got cool properties for it...it's a no-brainer! Which is why it's a problem...magic items should be <em>forcing</em> you to choose between them. Giving them the ability to combine them just makes them too easy to abuse since everything was balanced with the idea of only having one property per item.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4587361, member: 78547"] The only way I would allow stuff like this in was through Artifacts. Artifacts are much easier to control, and usually have some sort of a drawback or condition that you must satisfy. They also eventually go away, which is great if the thing turns out to be too powerful. Also, while I understand that there was some ruling about holding a second implement and getting it's properties, isn't that enough in and of itself? This was probably an attempt to balance implements with things like a TWF Ranger wearing Bracers and wielding two magic weapons. If so, it was a big mistake by WotC... Other classes don't really get the benefit of using a non-weapon in the offhand to add to their attacks. My Sword and Board Fighter, for example, can't use a Spiked Shield and add the enchantment to attacks with main-hand weapon. It just doesn't work that way. I either have to chose which item I'm attacking with, use powers like Dual Strike that allow for two attacks, or I would just need to use a regular shield with defensive enchantments on it. Suddenly giving the Arcane classes the ability to wield two implements with multiple property enchantments and then add them all into a single attack is just asking to be ridiculously broken. It's also bound to piss other people off who will want something similar... Try explaining to the Fighter why he can't have 3 sets of Summoned Armor combined with another effect so that at the start of a battle he can pick what kind of armor he's going to wear. "Oh, fire enemies? And Undead? I'll have to summon my Blackiron armor", or "What? A Blue Dragon? Thank goodness I can also summon up my Blue Dragonscale armor!". Or why can't he have a Battlecrazed/Bloodthirsty Sword (Bloodcrazed? Battlethirsty?) so that he does more damage when he's bloodied and more damage on bloodied opponents? My Fighter, for example, never made the switch to Battlerager or Tempest. So I still have that +1 from Fighter Weapon Talent. That +1 is enough to offset having a magic item that's one "plus" behind the others, as long as I got cool properties for it...it's a no-brainer! Which is why it's a problem...magic items should be [I]forcing[/I] you to choose between them. Giving them the ability to combine them just makes them too easy to abuse since everything was balanced with the idea of only having one property per item. [/QUOTE]
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