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General Tabletop Discussion
*Pathfinder & Starfinder
Theory Crafting: Gritty Low Magic or a Potpourri of Variant Rules
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<blockquote data-quote="Philip Benz" data-source="post: 8525089" data-attributes="member: 6975782"><p>Dragonsbane, it sounds like your game is working very well.</p><p>I totally agree that magic items are <strong>optional</strong>, as long as the DM takes the lesser powers of the PCs into account when deciding what sort of threats they will face.</p><p>Many folks moan about how PF2 simply doesn't work if players don't have all their christmas tree lights on (meaning, if they don't have all the magic item bonuses equipped as soon as their level permits). I think that's hooey. You don't <strong>need</strong> to use a complex variant like ABP to make the game work.</p><p></p><p>This said, I have nothing against modding the game with various variant rules. PF2 is open-ended enough that you can plus in variant rules and still play the game. As pointed out above, some resources (like Foundry, AoN or others) allow you to adjust creature statblocks on the fly, and many DMs prefer to design their own creatures and NPCs anyway.</p><p></p><p>Still, I <em>like</em> the idea of the PCs finding cool magic items in some old crypt or dungeon, and leveraging those items into more and more powerful attacks. I tend to dislike PCs being able to buy whatever items they find on the pages of some rulebook, but game logic suggests that if they visit a big enough city, they can probably find whatever they are looking for, up to a point. How you approach magic item availability is a huge discussion in itself, and it's really the same question regardless of what game system you're using. Players like finding loot that they can use, and spending their gold on cool things used to make them more powerful. That's a fundamental conceit of RPGs in general. You can fight against it, if you want, but IMHO you miss out on part of the fun.</p></blockquote><p></p>
[QUOTE="Philip Benz, post: 8525089, member: 6975782"] Dragonsbane, it sounds like your game is working very well. I totally agree that magic items are [B]optional[/B], as long as the DM takes the lesser powers of the PCs into account when deciding what sort of threats they will face. Many folks moan about how PF2 simply doesn't work if players don't have all their christmas tree lights on (meaning, if they don't have all the magic item bonuses equipped as soon as their level permits). I think that's hooey. You don't [B]need[/B] to use a complex variant like ABP to make the game work. This said, I have nothing against modding the game with various variant rules. PF2 is open-ended enough that you can plus in variant rules and still play the game. As pointed out above, some resources (like Foundry, AoN or others) allow you to adjust creature statblocks on the fly, and many DMs prefer to design their own creatures and NPCs anyway. Still, I [I]like[/I] the idea of the PCs finding cool magic items in some old crypt or dungeon, and leveraging those items into more and more powerful attacks. I tend to dislike PCs being able to buy whatever items they find on the pages of some rulebook, but game logic suggests that if they visit a big enough city, they can probably find whatever they are looking for, up to a point. How you approach magic item availability is a huge discussion in itself, and it's really the same question regardless of what game system you're using. Players like finding loot that they can use, and spending their gold on cool things used to make them more powerful. That's a fundamental conceit of RPGs in general. You can fight against it, if you want, but IMHO you miss out on part of the fun. [/QUOTE]
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