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*Pathfinder & Starfinder
Remove Expected Wealth Levels
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<blockquote data-quote="Dragonblade" data-source="post: 5844745" data-attributes="member: 2804"><p>This really comes down to two core issues.</p><p></p><p>Magic items do two things that impact game balance. They affect the math of the game, and they allow players a measure of control over the narrative space that can have unpredictable results. Usually, the sole domain of the DM.</p><p></p><p>The first issue is +X magic and how they impact the math of the game. All things being equal, fighter with a +1 sword has a 5% greater chance of hitting a foe of their level. +2 is 10% and so on. Likewise, +1 armor reduces their chance of getting hit by 5%. This has a cascading effect on hit%, damage output, durability, and so on. It ripples throughout the game.</p><p></p><p>There are two solutions to this. One is to remove all +X modifiers from magic items. The second is to build that math into the game and assume you get magic at a certain level. This is what 3e, and 4e did. The problem is it commoditizes magic and makes it required. Thankfully, the solution is built into the problem ala the 4e inherent bonus rule. Provide the bonus that players or monsters would be expected to have at a certain level automatically and have it overlaop but not stack with magical bonuses.</p><p></p><p>This method allows you to have your cake and eat it too. It makes the mathematical impact of magic on the game transparent, allows you to still have the iconic +X item, but lets DMs control item availability without punishing players who no longer need items to be at their expected level of power.</p><p></p><p>The second issue is a bit more complex. Magic items let you do things that you normally can't do, and since they are essentially spells that anyone can use it raises broader questions of what should magic allow you to do and when should it allow you to do it?</p><p></p><p>When should the game allow players to fly? To teleport? To raise the dead? To walk through walls? To divine secrets? And how often should players be able to do those things and should they all share the exact same recovery mechanic? Is using a spell slot for fireball really equal to using one for fly?</p><p></p><p>Should flying magic even be available to PCs at 5th level? Prior editions said yes, but 4e said no. And should flying magic be treated as interchangeably as fireball? One does big group damage, but the other allows you to completely and easily bypass challenges that would be impossible for a group just one level lower to overcome at all.</p><p></p><p>Some DMs are comfortable with this player control over the narrative. Some aren't and there is a broad spectrum of opinions in-between. I don't have the answers to all of that, and even if I did, my answers will be different from someone elses.</p><p></p><p>So the real issue isn't necessarily how wealthy players should be at a certain level, its what should they be able to do with magic at a certain level and how often should they be able to do it?</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 5844745, member: 2804"] This really comes down to two core issues. Magic items do two things that impact game balance. They affect the math of the game, and they allow players a measure of control over the narrative space that can have unpredictable results. Usually, the sole domain of the DM. The first issue is +X magic and how they impact the math of the game. All things being equal, fighter with a +1 sword has a 5% greater chance of hitting a foe of their level. +2 is 10% and so on. Likewise, +1 armor reduces their chance of getting hit by 5%. This has a cascading effect on hit%, damage output, durability, and so on. It ripples throughout the game. There are two solutions to this. One is to remove all +X modifiers from magic items. The second is to build that math into the game and assume you get magic at a certain level. This is what 3e, and 4e did. The problem is it commoditizes magic and makes it required. Thankfully, the solution is built into the problem ala the 4e inherent bonus rule. Provide the bonus that players or monsters would be expected to have at a certain level automatically and have it overlaop but not stack with magical bonuses. This method allows you to have your cake and eat it too. It makes the mathematical impact of magic on the game transparent, allows you to still have the iconic +X item, but lets DMs control item availability without punishing players who no longer need items to be at their expected level of power. The second issue is a bit more complex. Magic items let you do things that you normally can't do, and since they are essentially spells that anyone can use it raises broader questions of what should magic allow you to do and when should it allow you to do it? When should the game allow players to fly? To teleport? To raise the dead? To walk through walls? To divine secrets? And how often should players be able to do those things and should they all share the exact same recovery mechanic? Is using a spell slot for fireball really equal to using one for fly? Should flying magic even be available to PCs at 5th level? Prior editions said yes, but 4e said no. And should flying magic be treated as interchangeably as fireball? One does big group damage, but the other allows you to completely and easily bypass challenges that would be impossible for a group just one level lower to overcome at all. Some DMs are comfortable with this player control over the narrative. Some aren't and there is a broad spectrum of opinions in-between. I don't have the answers to all of that, and even if I did, my answers will be different from someone elses. So the real issue isn't necessarily how wealthy players should be at a certain level, its what should they be able to do with magic at a certain level and how often should they be able to do it? [/QUOTE]
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