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Sickness and Health: New diseases for your 5E game!
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*Pathfinder & Starfinder
Pathfinder 2 and the two dichotomies
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8241366" data-attributes="member: 6801252"><p>Zapp I think the problem is, what you discuss as PF2e's 'objective' flaws are big parts of why I like it. For instance I enjoy magic items more here for the same reason I like them in 4e, and tried to overhaul that system in 5e. </p><p></p><p>In 5e, Magic Items are very 'buyer-beware' for the GM, where you have to be stingy with them or damage the integrity of your game. It doesn't just support games with low magic item counts, it usually feels like it demands them to some degree and punishes you for playing otherwise. It sucks enough that I was looking at a system that heavily nerfed magic items to make them a freer resource, which is also the most common community response on places like r/dndnext, to reward players with fun but useless magic items. We eventually didnt, and banned GWM/SS instead, but made Magic Items buyable via the XGTE point system, it was still broken as all get out, all this after I couldnt get a handle on a good pace to reward them. </p><p></p><p>In Pathfinder 2e, the fundamental bonuses are easily dispensed, bought, or houseruled away, and the system doesn't try and punish you for giving out lots of magic items. Strong magic items still feel fun and rewarding to use (after all, the +1 may be required, the extra fire damage or whatever in it is not) but you feel less like a mother trying to limit your child's candy intake. Because while magic items are fun in PF2e, the system RIMs them to keep them from being mechanically unhealthy, so you can be generous.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8241366, member: 6801252"] Zapp I think the problem is, what you discuss as PF2e's 'objective' flaws are big parts of why I like it. For instance I enjoy magic items more here for the same reason I like them in 4e, and tried to overhaul that system in 5e. In 5e, Magic Items are very 'buyer-beware' for the GM, where you have to be stingy with them or damage the integrity of your game. It doesn't just support games with low magic item counts, it usually feels like it demands them to some degree and punishes you for playing otherwise. It sucks enough that I was looking at a system that heavily nerfed magic items to make them a freer resource, which is also the most common community response on places like r/dndnext, to reward players with fun but useless magic items. We eventually didnt, and banned GWM/SS instead, but made Magic Items buyable via the XGTE point system, it was still broken as all get out, all this after I couldnt get a handle on a good pace to reward them. In Pathfinder 2e, the fundamental bonuses are easily dispensed, bought, or houseruled away, and the system doesn't try and punish you for giving out lots of magic items. Strong magic items still feel fun and rewarding to use (after all, the +1 may be required, the extra fire damage or whatever in it is not) but you feel less like a mother trying to limit your child's candy intake. Because while magic items are fun in PF2e, the system RIMs them to keep them from being mechanically unhealthy, so you can be generous. [/QUOTE]
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