Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CapnZapp" data-source="post: 8148948" data-attributes="member: 12731"><p>Maybe I should clarify?</p><p></p><p>I'm speaking of my experiences where the heroes quickly concluded they would sell any loot they found, since 500 gold to spend towards leveling is better than keeping the 1000 gp wand (or whatever) around.</p><p></p><p>Items are clearly intended as nice perks adding to a character of a certain level. Apart from the obviously much more powerful fundamental weapon and armor runes, no item comes even close to providing the benefit of a single level.</p><p></p><p>In other games (notably every version of D&D except 4th Edition) you can easily find* a magic item that's more desirable than a level, at least once you're off the very lowest levels. <span style="font-size: 12px">In most iterations of D&D, the game finishes its transformation from snuff movie to hero saga <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" /> at level 5 or thereabouts...</span></p><p></p><p>*) easy for the DM to find in the treasure lists, I mean. Not necessarily easy for the heroes to find inside the game <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>Seeing your players adopt a default assumption that everything you find should be sold makes for an unsatisfying experience in my view. I find it fun to come up with and place cool loot that the players are overjoyed to find and keep and use. However, PF2 magic items are too close to 4E items in my opinion, and that's even before we contemplate using xp for gold (when the idea falls apart completely in my experience).</p><p></p><p>This is why I suggest you need proficiency without level to tone down the benefits of levelling a notch (or five). Of course, you could also remove the magic item economy (so that you're given the choice of using an item or just throwing it away) but as you might know, I quite like having an utility-based magic item economy of the 3E and PF2 kind, and I would considering shutting it down a considerable drawback.</p><p></p><p></p><p>In my experience, heroes do fine even if they find zero currency and zero items, with the notable exception of fundamental runes. (Talking about PF2)</p><p></p><p>And really, even then, it's only the weapon striking runes that make or break the game. </p><p></p><p>In other words, a high level hero doesn't <em>need</em> +3 to armor, saves or attacks. The game is already tilted to make heroes stronger relative to enemies of their own level as they level up. (If you don't offer any way to gain potency or resilience runes that just makes high-level play feel more like... low-level play. It doesn't mean the game breaks. At least not harder than some consider the game breaking at low level... <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>But the extra weapon dice is such a stupendously large bonus it's not funny. You really can't expect a warrior to select any other magic item before the next upgrade to her striking rune.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8148948, member: 12731"] Maybe I should clarify? I'm speaking of my experiences where the heroes quickly concluded they would sell any loot they found, since 500 gold to spend towards leveling is better than keeping the 1000 gp wand (or whatever) around. Items are clearly intended as nice perks adding to a character of a certain level. Apart from the obviously much more powerful fundamental weapon and armor runes, no item comes even close to providing the benefit of a single level. In other games (notably every version of D&D except 4th Edition) you can easily find* a magic item that's more desirable than a level, at least once you're off the very lowest levels. [SIZE=3]In most iterations of D&D, the game finishes its transformation from snuff movie to hero saga :p at level 5 or thereabouts...[/SIZE] *) easy for the DM to find in the treasure lists, I mean. Not necessarily easy for the heroes to find inside the game ;) Seeing your players adopt a default assumption that everything you find should be sold makes for an unsatisfying experience in my view. I find it fun to come up with and place cool loot that the players are overjoyed to find and keep and use. However, PF2 magic items are too close to 4E items in my opinion, and that's even before we contemplate using xp for gold (when the idea falls apart completely in my experience). This is why I suggest you need proficiency without level to tone down the benefits of levelling a notch (or five). Of course, you could also remove the magic item economy (so that you're given the choice of using an item or just throwing it away) but as you might know, I quite like having an utility-based magic item economy of the 3E and PF2 kind, and I would considering shutting it down a considerable drawback. In my experience, heroes do fine even if they find zero currency and zero items, with the notable exception of fundamental runes. (Talking about PF2) And really, even then, it's only the weapon striking runes that make or break the game. In other words, a high level hero doesn't [i]need[/i] +3 to armor, saves or attacks. The game is already tilted to make heroes stronger relative to enemies of their own level as they level up. (If you don't offer any way to gain potency or resilience runes that just makes high-level play feel more like... low-level play. It doesn't mean the game breaks. At least not harder than some consider the game breaking at low level... ;) ) But the extra weapon dice is such a stupendously large bonus it's not funny. You really can't expect a warrior to select any other magic item before the next upgrade to her striking rune. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
Top