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<blockquote data-quote="Majoru Oakheart" data-source="post: 3778546" data-attributes="member: 5143"><p>If you limit the number of things that can stack together, then make the bonuses small enough that they don't overwhelm your normal powers but big enough to be useful, there is a small window where magic items can fit in.</p><p></p><p>For instance, if there is no stacking of any bonuses at all in the game, and BABs stay the same, then...say, something that gave you about a fifth of your normal bonus wouldn't be overwhelming. Thus gives you about 20% increase in your to hit bonus. If they figured out that the "optimal" for the most fun chance to hit is 60%, then increasing your to hit chance 5-20 percent might not be a "needed" increase. If you flatten the curve slightly, by making BABs go from...say, 10 to 20 over 20 levels(giving fighter the BAB of a wizard but starting it at 10 instead of 0), then a +1 sword doesn't change your chance to hit too significantly. It also has the benefit (as the designers have said) of making monsters usable across more levels, since their ACs don't become a guaranteed hit until you gain a lot of levels and their to hit bonus doesn't become obsolete if ACs don't go up that fast.</p><p></p><p>I'd have to test it to see where the optimal numbers are, but this seems right to me.</p><p></p><p>Then, if you minimize the number of items that give a pure "bonus" like +1 swords and +1 rings of protection, then you can have MOST of the items not needed. So, if an item allows you to teleport 10 feet once per encounter, it's not NEEDED for almost anyone, but it's cool to have. It would be the least "math affecting" to have 100% of the items not give bonuses to numbers. But I think enough people would complain that they'll just limit the number of them.</p><p></p><p>I gather this idea is what they'll do.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3778546, member: 5143"] If you limit the number of things that can stack together, then make the bonuses small enough that they don't overwhelm your normal powers but big enough to be useful, there is a small window where magic items can fit in. For instance, if there is no stacking of any bonuses at all in the game, and BABs stay the same, then...say, something that gave you about a fifth of your normal bonus wouldn't be overwhelming. Thus gives you about 20% increase in your to hit bonus. If they figured out that the "optimal" for the most fun chance to hit is 60%, then increasing your to hit chance 5-20 percent might not be a "needed" increase. If you flatten the curve slightly, by making BABs go from...say, 10 to 20 over 20 levels(giving fighter the BAB of a wizard but starting it at 10 instead of 0), then a +1 sword doesn't change your chance to hit too significantly. It also has the benefit (as the designers have said) of making monsters usable across more levels, since their ACs don't become a guaranteed hit until you gain a lot of levels and their to hit bonus doesn't become obsolete if ACs don't go up that fast. I'd have to test it to see where the optimal numbers are, but this seems right to me. Then, if you minimize the number of items that give a pure "bonus" like +1 swords and +1 rings of protection, then you can have MOST of the items not needed. So, if an item allows you to teleport 10 feet once per encounter, it's not NEEDED for almost anyone, but it's cool to have. It would be the least "math affecting" to have 100% of the items not give bonuses to numbers. But I think enough people would complain that they'll just limit the number of them. I gather this idea is what they'll do. [/QUOTE]
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