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General Tabletop Discussion
*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="Tuft" data-source="post: 6151430" data-attributes="member: 60045"><p>Traditionally this is simply done with magic items.</p><p></p><p>Since so many of these duplicate magic spells, they enable those without spells to do the same thing as those who do have them, being a big equalizer.</p><p></p><p>Of course, magic items give those with spells *more* magic, but there is a *major* difference between getting an extra fly/day when you already have one or more, and getting one you did not have before!</p><p></p><p>And, as a second "of course", this does not apply to boring old plus items (+1 to hit, damage, AC). IIRC, earlier in the thread it was mentioned that combat performance pressure might force the fighter into picking "being better at fighting" feats over non-combat/narrative control ones. The same applies to magic items. The fighter might feel forced to choose to upgrade his sword from +4 to +5 over getting that Passwall Ring, either by his own expectations, or by peer pressure.</p><p></p><p>So, to get the fighter to *actually pick* narrative control abilities, whether it is new class abilities, or old magic item abilities, how do we relieve that pressure? By limiting free selection, forcing certain build options? (In fact, we have DMs out there who, I assume unintentionally, exclude the fighter from "narrative control" style items, simply by limiting available treasure...)</p></blockquote><p></p>
[QUOTE="Tuft, post: 6151430, member: 60045"] Traditionally this is simply done with magic items. Since so many of these duplicate magic spells, they enable those without spells to do the same thing as those who do have them, being a big equalizer. Of course, magic items give those with spells *more* magic, but there is a *major* difference between getting an extra fly/day when you already have one or more, and getting one you did not have before! And, as a second "of course", this does not apply to boring old plus items (+1 to hit, damage, AC). IIRC, earlier in the thread it was mentioned that combat performance pressure might force the fighter into picking "being better at fighting" feats over non-combat/narrative control ones. The same applies to magic items. The fighter might feel forced to choose to upgrade his sword from +4 to +5 over getting that Passwall Ring, either by his own expectations, or by peer pressure. So, to get the fighter to *actually pick* narrative control abilities, whether it is new class abilities, or old magic item abilities, how do we relieve that pressure? By limiting free selection, forcing certain build options? (In fact, we have DMs out there who, I assume unintentionally, exclude the fighter from "narrative control" style items, simply by limiting available treasure...) [/QUOTE]
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Narrative Space Options for non-spellcasters
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