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General Tabletop Discussion
*Pathfinder & Starfinder
Simplified Daily Item Usage and Action Point Tracking
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<blockquote data-quote="CapnZapp" data-source="post: 4643040" data-attributes="member: 12731"><p>In the end, I went for simplicity and did away with having to track "daily item uses" as well as action points altogether. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>You get to use one Action Point per encounter, every encounter. You can only use (the Daily power of) one Cloak, magic Sword, or Headband etc etc per day. Very simple.</p><p></p><p>The <em>only</em> other restriction is that you can only use 1-3 daily item powers per encounter depending on tier.</p><p></p><p>Here's the formal write-up:</p><p></p><p>§ Player characters get one Action Point per encounter. Action points cannot be saved for later; APs not spent are lost when the next encounter begins.</p><p>§ Player characters get 1–3 uses of Daily Items per encounter, depending on tier. DI uses cannot be saved for later; DI uses not spent are lost when the next encounter begins.</p><p>§ Each item slot (see table) can only be used to activate one Daily item power per day (including Healing Surge daily item powers). You gain no benefit from carrying three Cloaks of Invisibility.</p><p></p><p><u>Item Slot: Examples</u></p><p>Head: Diadems, Helms, Goggles, Ioun Stones…</p><p>Neck: Amulets, Cloaks, Holy Symbols, Scarabs…</p><p>Arms: Bracers, Shields…</p><p>Hands: Gauntlets, Gloves…</p><p>Left ring: Rings…</p><p>Right ring: Rings…</p><p>Waist: Belts…</p><p>Feet: Boots, Greaves…</p><p>Armor: Clothing, Heavy Armor, Light Armor…</p><p>Off-hand: (Shields), Implements, Weapons…</p><p>Main-hand: Implements, Weapons…</p><p>Two-hand: Bows, Crossbows, Slings, Staffs, Weapons…</p><p><em>The “Two-hand” item slot allows Archer Rangers, Great Weapon Fighters and Staff Wizards to utilize a second Daily item power from their preferred tool choice just like other characters. You still have only two hands.</em></p><p>§ Rings grant their slightly stronger benefits from the third encounter in the day onwards.</p><p></p><p>Compared to above, I followed your advice and ditched the additional item slots (such as the "backup" slot).</p><p></p><p>Compared to RAW, an additional houserule used is that Holy Symbols take up a slot, to make their daily powers be governed by the same set of restrictions as for everything else. (In other words, they're no longer considered a special sub-category of Wondrous Items, who are slot-less by definition).</p><p></p><p>§ Holy Symbols (used by Clerics and Templars) must be used in one of the following three Item Slots: Neck, Off-hand, Main hand.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4643040, member: 12731"] In the end, I went for simplicity and did away with having to track "daily item uses" as well as action points altogether. :) You get to use one Action Point per encounter, every encounter. You can only use (the Daily power of) one Cloak, magic Sword, or Headband etc etc per day. Very simple. The [I]only[/I] other restriction is that you can only use 1-3 daily item powers per encounter depending on tier. Here's the formal write-up: § Player characters get one Action Point per encounter. Action points cannot be saved for later; APs not spent are lost when the next encounter begins. § Player characters get 1–3 uses of Daily Items per encounter, depending on tier. DI uses cannot be saved for later; DI uses not spent are lost when the next encounter begins. § Each item slot (see table) can only be used to activate one Daily item power per day (including Healing Surge daily item powers). You gain no benefit from carrying three Cloaks of Invisibility. [U]Item Slot: Examples[/U] Head: Diadems, Helms, Goggles, Ioun Stones… Neck: Amulets, Cloaks, Holy Symbols, Scarabs… Arms: Bracers, Shields… Hands: Gauntlets, Gloves… Left ring: Rings… Right ring: Rings… Waist: Belts… Feet: Boots, Greaves… Armor: Clothing, Heavy Armor, Light Armor… Off-hand: (Shields), Implements, Weapons… Main-hand: Implements, Weapons… Two-hand: Bows, Crossbows, Slings, Staffs, Weapons… [I]The “Two-hand” item slot allows Archer Rangers, Great Weapon Fighters and Staff Wizards to utilize a second Daily item power from their preferred tool choice just like other characters. You still have only two hands.[/I] § Rings grant their slightly stronger benefits from the third encounter in the day onwards. Compared to above, I followed your advice and ditched the additional item slots (such as the "backup" slot). Compared to RAW, an additional houserule used is that Holy Symbols take up a slot, to make their daily powers be governed by the same set of restrictions as for everything else. (In other words, they're no longer considered a special sub-category of Wondrous Items, who are slot-less by definition). § Holy Symbols (used by Clerics and Templars) must be used in one of the following three Item Slots: Neck, Off-hand, Main hand. [/QUOTE]
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