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Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2
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<blockquote data-quote="Turiann" data-source="post: 7752203" data-attributes="member: 41378"><p>One thing I didn't like so much in D&D or Pfd, was that items were slotted. While that could have made sense for some slots, I found it annoying that could not carry 3, 4 or even 10 magical rings, if you wanted. Or why not a magical earrings, a magical tooth. Nope, didn't happen, those weren't even legitimate "slots".</p><p>On the other hand, this slot-based limit probably had the intention to avoid having characters severly overpowered by way of an arsenal of wearable, activatable items.</p><p>I found the RP idea not bad for solving the issue in a half way elegant manner. Now a 10th level character can wear and use 7 rings, a magical earring and any two other items of any kind, but not more (barring high Charisma). </p><p>You don't want to wear a cloak but want a resistance item, hell yes, now it's possible? Have a resistance ring. No need to pay extra.</p><p>You want to combine several effects in one item? No problem, no need to artificially create complex item-cost rules for combo-items, you won't trick your way to a higher number of effects because each requires a seperate RP, one way or the other.</p><p></p><p>I think this is a great rule, as far as the basic idea goes. And now we can hope that all of us come up with ways to ensure that this rule is not abused either.</p><p></p><p>The only thing I am not sure at this time, is whether an ability (Charisma) should influence the number of RPs a character gets. This will definitely give an advantage to classes such as bard, paladin, sorcerer, swashbuckler. Even if probably a small one.</p><p></p><p>I have thought about 2 options:</p><p>I would either remove the ability based RP-point adjustment all-together. That makes sure everyone is on the same base. That keeps things simple, simpler, and that is usually a good criterion to go by.</p><p></p><p>Alternatively, if you want to make ability choices count, I would do it in a way that yields the greatest equality, regardless of racial & class choices. I would tie the RP-modifier to the lowest stat a character has, whatever that stat is. That will make some people think twice about getting their usual 7 in the least useful ability score to get 4 freebee points somewhere else, which has become a very annoying standard boosting the class main stat. Rather than rewarding a character with more RP because he can make use of Charisma for his class, I prefer rewarding characters who decide to go for balanced abilities scores sets. Of course not all classes require as many high ability scores to operate fully, but usually those classes with more ability requirements have higher versatility. </p><p></p><p>For additional mechanics, I would used the "Extra" feat, similar to "Extra Rage/Ki/Grit/Channel" from 1st edition, to add an option for players wanting to build characters with RP-points.</p></blockquote><p></p>
[QUOTE="Turiann, post: 7752203, member: 41378"] One thing I didn't like so much in D&D or Pfd, was that items were slotted. While that could have made sense for some slots, I found it annoying that could not carry 3, 4 or even 10 magical rings, if you wanted. Or why not a magical earrings, a magical tooth. Nope, didn't happen, those weren't even legitimate "slots". On the other hand, this slot-based limit probably had the intention to avoid having characters severly overpowered by way of an arsenal of wearable, activatable items. I found the RP idea not bad for solving the issue in a half way elegant manner. Now a 10th level character can wear and use 7 rings, a magical earring and any two other items of any kind, but not more (barring high Charisma). You don't want to wear a cloak but want a resistance item, hell yes, now it's possible? Have a resistance ring. No need to pay extra. You want to combine several effects in one item? No problem, no need to artificially create complex item-cost rules for combo-items, you won't trick your way to a higher number of effects because each requires a seperate RP, one way or the other. I think this is a great rule, as far as the basic idea goes. And now we can hope that all of us come up with ways to ensure that this rule is not abused either. The only thing I am not sure at this time, is whether an ability (Charisma) should influence the number of RPs a character gets. This will definitely give an advantage to classes such as bard, paladin, sorcerer, swashbuckler. Even if probably a small one. I have thought about 2 options: I would either remove the ability based RP-point adjustment all-together. That makes sure everyone is on the same base. That keeps things simple, simpler, and that is usually a good criterion to go by. Alternatively, if you want to make ability choices count, I would do it in a way that yields the greatest equality, regardless of racial & class choices. I would tie the RP-modifier to the lowest stat a character has, whatever that stat is. That will make some people think twice about getting their usual 7 in the least useful ability score to get 4 freebee points somewhere else, which has become a very annoying standard boosting the class main stat. Rather than rewarding a character with more RP because he can make use of Charisma for his class, I prefer rewarding characters who decide to go for balanced abilities scores sets. Of course not all classes require as many high ability scores to operate fully, but usually those classes with more ability requirements have higher versatility. For additional mechanics, I would used the "Extra" feat, similar to "Extra Rage/Ki/Grit/Channel" from 1st edition, to add an option for players wanting to build characters with RP-points. [/QUOTE]
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Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2
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