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<blockquote data-quote="Dragonwriter" data-source="post: 5643423" data-attributes="member: 54988"><p>If this is a response to my comment about customization, I didn't say I wanted every item to be usable. I pointed out that nearly none of them were usable. Those that were useful came almost-invariably from semi-optimized NPCs. </p><p> </p><p></p><p></p><p>And yet, it is the default assumption of both 3.5 and PF. Having at least close to correct WBL gives you important bonuses and help keep you alive and well. IMO, the best way to stay alive and well is playing smart, but that's another topic. As for too easy, it's entirely dependent on how the encounters were set up. Was it a bunch of lower-CR enemies to make a proper EL fight? Or was it one or two bigger monsters? What level was the game? (As it gets higher, it gets tougher to gauge difficulty correctly, speaking from experience.)</p><p></p><p></p><p></p><p>And if you don't have the time to craft things? You just blew a feat... If you're lucky, the DM allows retraining. If not, you're stuck with a useless feat. Theoretically, you are supposed to get down-time, but like WBL, it's simply theoretical. Games vary in their use of such things. </p><p></p><p>Adding to Fangor's response: there can also easily be limitations on what is "in-stock" at magic shops. It's the DM's fault if the town has a Wizard 6, but sells +3 or +4 items. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p></p><p>My comment about Monks didn't mean they can't be fun or effective. It was meant in the context of needing magic gear to stay potent (or even just competent) at higher levels. </p><p></p><p></p><p></p><p>And in some games, that works. Other games so severely limit magic items that it becomes pointless either way.</p><p></p><p></p><p></p><p>I'm guessing you mean the 'political/social wealth' like becoming a commander/lord/whatever? I know older editions had that in mind for higher levels, and some 3.x/PF games (particularly the Kingmaker AP, from what I've heard and read) do manage to pull it off. Again, for some games that would work, and others it would fall flat on its face. </p><p>I know in the game I mentioned before, my character (the one in my sig-sblock who has survived every damn thing thrown at him for the past 3 years) would absolutely hate having to actually manage things like that. He's an adventurer, not a ruler. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Yeah, there's an example of lack of WBL being a problem. Admittedly, it can be a problem in the other direction if the DM doesn't pay attention to what the players are buying. I'm not saying WBL is the be-all end-all or a cure-all, merely that it <em>is</em> and that it is an assumption built into this edition of our beloved game. </p><p></p><p></p><p></p><p>Up to a certain level, sure. That idea would work fine for an E6 game. Around 8th, though (IME), magic items start getting really important.</p><p>I absolutely know my high-level Monday party would be dead already if it wasn't for their magic items.</p><p></p><p>EDIT: Jackslate, yes, PF got rid of crafting's XP costs. I think they just increased the GP cost, or they might have just left it alone... Not sure, as I haven't really been involved in a lot of PF and haven't even thought about playing a crafter in a PF game.</p></blockquote><p></p>
[QUOTE="Dragonwriter, post: 5643423, member: 54988"] If this is a response to my comment about customization, I didn't say I wanted every item to be usable. I pointed out that nearly none of them were usable. Those that were useful came almost-invariably from semi-optimized NPCs. And yet, it is the default assumption of both 3.5 and PF. Having at least close to correct WBL gives you important bonuses and help keep you alive and well. IMO, the best way to stay alive and well is playing smart, but that's another topic. As for too easy, it's entirely dependent on how the encounters were set up. Was it a bunch of lower-CR enemies to make a proper EL fight? Or was it one or two bigger monsters? What level was the game? (As it gets higher, it gets tougher to gauge difficulty correctly, speaking from experience.) And if you don't have the time to craft things? You just blew a feat... If you're lucky, the DM allows retraining. If not, you're stuck with a useless feat. Theoretically, you are supposed to get down-time, but like WBL, it's simply theoretical. Games vary in their use of such things. Adding to Fangor's response: there can also easily be limitations on what is "in-stock" at magic shops. It's the DM's fault if the town has a Wizard 6, but sells +3 or +4 items. :p My comment about Monks didn't mean they can't be fun or effective. It was meant in the context of needing magic gear to stay potent (or even just competent) at higher levels. And in some games, that works. Other games so severely limit magic items that it becomes pointless either way. I'm guessing you mean the 'political/social wealth' like becoming a commander/lord/whatever? I know older editions had that in mind for higher levels, and some 3.x/PF games (particularly the Kingmaker AP, from what I've heard and read) do manage to pull it off. Again, for some games that would work, and others it would fall flat on its face. I know in the game I mentioned before, my character (the one in my sig-sblock who has survived every damn thing thrown at him for the past 3 years) would absolutely hate having to actually manage things like that. He's an adventurer, not a ruler. ;) Yeah, there's an example of lack of WBL being a problem. Admittedly, it can be a problem in the other direction if the DM doesn't pay attention to what the players are buying. I'm not saying WBL is the be-all end-all or a cure-all, merely that it [i]is[/i] and that it is an assumption built into this edition of our beloved game. Up to a certain level, sure. That idea would work fine for an E6 game. Around 8th, though (IME), magic items start getting really important. I absolutely know my high-level Monday party would be dead already if it wasn't for their magic items. EDIT: Jackslate, yes, PF got rid of crafting's XP costs. I think they just increased the GP cost, or they might have just left it alone... Not sure, as I haven't really been involved in a lot of PF and haven't even thought about playing a crafter in a PF game. [/QUOTE]
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