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General Tabletop Discussion
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The limiting drawback of character customization
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<blockquote data-quote="Shiroiken" data-source="post: 7846534" data-attributes="member: 6775477"><p>In my first 5E campaign, I had a player with a GWM PAM Paladin that was really badass. Once we started getting higher level, he asked if they were ever going to find a magic glaive, since many party members had magic weapons already (even the sorcerer had a dagger +1). I responded that I randomly rolled the magic weapon and armor from the old 1E DMG table, and that his odds of getting a polearm was about 2%. Less than thrilled, he asked about downtime rules for creating magic items, and we worked things out so that he (eventually) was able to craft one for himself.</p><p></p><p>It wasn't necessary, since with Improved Smite and periodically using smite, he was able to deal magical damage, but having a magical weapon made things much easier for him towards the end of the campaign. Because he was using an odd weapon choice (which he got a ton of benefit for) it took much longer for him to get a magic one. Had we not being playing as long of a campaign (levels 3-18) he probably wouldn't have gotten one. To me this was a decent balancing factor to PAM, and the same logic applies to any form of specialization.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7846534, member: 6775477"] In my first 5E campaign, I had a player with a GWM PAM Paladin that was really badass. Once we started getting higher level, he asked if they were ever going to find a magic glaive, since many party members had magic weapons already (even the sorcerer had a dagger +1). I responded that I randomly rolled the magic weapon and armor from the old 1E DMG table, and that his odds of getting a polearm was about 2%. Less than thrilled, he asked about downtime rules for creating magic items, and we worked things out so that he (eventually) was able to craft one for himself. It wasn't necessary, since with Improved Smite and periodically using smite, he was able to deal magical damage, but having a magical weapon made things much easier for him towards the end of the campaign. Because he was using an odd weapon choice (which he got a ton of benefit for) it took much longer for him to get a magic one. Had we not being playing as long of a campaign (levels 3-18) he probably wouldn't have gotten one. To me this was a decent balancing factor to PAM, and the same logic applies to any form of specialization. [/QUOTE]
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