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Sell Me On WotBS / Zeitgeist
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<blockquote data-quote="hirou" data-source="post: 7273851" data-attributes="member: 6776023"><p>We're drifting a bit offtopic, but I'm geniunely curious whether this problem exists only within my mind. For the reference, in Zeitgeist PCs are provided with government-funded "stipend", which they can use to requisition magic items (they're supposed to hand in all the loot they obtain during the adventure as soon as it's not immediately needed, i.e. between adventures). There's a loose system to prevent frequent requisitions of rare items, but it's another topic to discuss. </p><p></p><p>Even within uncommon item pool, there are a lot of items with useful situational daily/encounter powers, usually in a form of immediate interrupts or augmentations of PC's attacks. To be specific, for example, psion in my party is generally using +3 orb for his attacks, but keeps 2 more cheap as dirt +1 orbs for useful encounter powers. I was thinking about converting the campaign to inherent bonuses rules, but that actually leaves even more spare gold to use on low-level useful items. I'm actually not strictly opposed to the idea of "superagent-flavored" fantasy with PCs having a lot of cool (and unpractical by common sense) gadgets, but the amount of interrupts within a single round of combat is growing out of control (and I've heard that this is a problem of 4e in general in high levels, even without additional mayhem of item powers). There's a point of campaign where I could wriggle in a change of rules to 5e, and I'm currently have ~3 adventures left to decide, whether I want to do so...</p></blockquote><p></p>
[QUOTE="hirou, post: 7273851, member: 6776023"] We're drifting a bit offtopic, but I'm geniunely curious whether this problem exists only within my mind. For the reference, in Zeitgeist PCs are provided with government-funded "stipend", which they can use to requisition magic items (they're supposed to hand in all the loot they obtain during the adventure as soon as it's not immediately needed, i.e. between adventures). There's a loose system to prevent frequent requisitions of rare items, but it's another topic to discuss. Even within uncommon item pool, there are a lot of items with useful situational daily/encounter powers, usually in a form of immediate interrupts or augmentations of PC's attacks. To be specific, for example, psion in my party is generally using +3 orb for his attacks, but keeps 2 more cheap as dirt +1 orbs for useful encounter powers. I was thinking about converting the campaign to inherent bonuses rules, but that actually leaves even more spare gold to use on low-level useful items. I'm actually not strictly opposed to the idea of "superagent-flavored" fantasy with PCs having a lot of cool (and unpractical by common sense) gadgets, but the amount of interrupts within a single round of combat is growing out of control (and I've heard that this is a problem of 4e in general in high levels, even without additional mayhem of item powers). There's a point of campaign where I could wriggle in a change of rules to 5e, and I'm currently have ~3 adventures left to decide, whether I want to do so... [/QUOTE]
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