Stat Booster Angst

Tequila Sunrise

Adventurer
I'm constantly surprised at the anger I see directed at stat boosters. What's the difference between a Periapt of Wisdom +6 and a +5 sword? They both grant simple and basic bonuses; I'm just confused at to why one is thought harshly of and the other not.

TS
 

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My main issue with stat boosters is the number of things they change - a +2 Str has a cascading effect through a lot of numbers on the stat sheet. When taken along with all the other number enhancers, they give a bit too steep a rise in power as PCs gain levels.

But it's a fairly minor issue for me.

Cheers!
 

I'm doing away with them in my next system revision. As Merric pointed out, they change a lot of things at the same time, rather than a couple (attack and damage for weapons, AC for armor, saves for cloaks of resistance, etc.). Furthermore, getting a stat-boosting item dispelled, anti-magicked or, heavens forbid, disjoined, breaks the game down to a screeching halt while the player recalculates all the modifiers. What's more, they create problems with respect to qualifying for feats - and being able to use those feats.
 

I agree. It only promotes min/maxing stats rather then a tactical combat. And even though it is a fantasy game, I expect my players to expect a large amout of realism to it. Sorry players, but you have to get Improved Trip if you want to hit players harder/easier

---Rusty
 

DungeonMaester said:
I agree. It only promotes min/maxing stats rather then a tactical combat. And even though it is a fantasy game, I expect my players to expect a large amout of realism to it. Sorry players, but you have to get Improved Trip if you want to hit players harder/easier

---Rusty

Does this post not make sense or is it just too early in the morning for me?

Olaf the Stout
 


Olaf the Stout said:
Does this post not make sense or is it just too early in the morning for me?

Olaf the Stout
Well, I get the irony of wanting a large amount of realism in a fantasy game, even if I don't agree with it. I'm not understanding how min/maxing is anaethema to tactical combat or what Improved Trip has to do with hitting harder/easier.

As to the OP, I suppose the difference is that with a magic sword/armor etc. the boost only applies to that one item used in its intended way. With a stat booster, it can impact in many ways - attacks, saves, skills.

I also don't get the anger toward stat boosters. How isn't it realistic to desire these items? How many real people wouldn't want an item to boost strength (steroids anyone?), intelligence, dexterity? The fact that these items don't exist/are not realistic being used as a reason for not liking them seems silly since flaming magic swords don't exist and don't seem very realistic either.
 

The only thing I dislike about stat boosting items, is that I feel like something that changes your mind or body like that should be a big deal... And taking it off or losing it should be a bigger deal. I imagine taking off gloves of dextrerity as like climbing out of a swimming pool after an hour of happy frolicking. I can easily envision becoming adicted to mental buffs. But I very rarely see anything happen with them but jotting numbers in the margin of your character sheet. So thematicly I want them to be a much bigger deal in terms of RP, character impact and possibly how you portray your character than they (usually) are.

(in the series that The Black Cauldron came from, a character gets a necklace which makes him wiser - its a big deal to him and when he has to give it up, he's depressed for days afterwards feeling like his old self.)

I've considered houserules for adjustment periods and withdrawl from buffs, compensated by using the old 10 min/level durations....
 


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