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*Pathfinder & Starfinder
They are serious about ending expected wealth by level!
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<blockquote data-quote="tlantl" data-source="post: 5991426" data-attributes="member: 55225"><p>If the devs mean what they say I can include items that are less important to the player's ability to keep up with the monster's increasing power.</p><p></p><p>In my AD&D games I didn't have to make sure everyone had a +3 weapon when they were in the upper levels. I didn't have to break my immersion in my game setting to accommodate five guys needing to improve armors and protection rings and amulets and the half dozen other things that I do in Pathfinder or 3e.</p><p></p><p>I loath magic marts. I don't like players being able to make magic items anytime they get the whim. I hate having to include 50,000 coins in five different rooms in a dungeon so that everyone gets their expected share of loot because they have reached a particular level.</p><p></p><p>I like to have interesting items that don't increase the player's basic ability to destroy stuff. I want to be able to give a simple ring of protection as a bonus to the character's already adequate defenses. I want to drop bags of holding or similar goodies occasionally at lower levels, you know, to let the players discover magic in the setting rather than being forced by the rules to replace interesting, if not very powerful, goodies with yet another suit of armor with a higher plus on it.</p><p></p><p>If the games math doesn't include the need for certain items with a specific bonus then I don't have to worry about having to make sure they are there. It gives me the <em>freedom</em> to do as I please.</p><p></p><p>If using these things means I have to adjust encounters a little bit I'm going to be much happier than if I have to design each encounter, each pile of coin, and every magic item I include to fit some asinine formula.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5991426, member: 55225"] If the devs mean what they say I can include items that are less important to the player's ability to keep up with the monster's increasing power. In my AD&D games I didn't have to make sure everyone had a +3 weapon when they were in the upper levels. I didn't have to break my immersion in my game setting to accommodate five guys needing to improve armors and protection rings and amulets and the half dozen other things that I do in Pathfinder or 3e. I loath magic marts. I don't like players being able to make magic items anytime they get the whim. I hate having to include 50,000 coins in five different rooms in a dungeon so that everyone gets their expected share of loot because they have reached a particular level. I like to have interesting items that don't increase the player's basic ability to destroy stuff. I want to be able to give a simple ring of protection as a bonus to the character's already adequate defenses. I want to drop bags of holding or similar goodies occasionally at lower levels, you know, to let the players discover magic in the setting rather than being forced by the rules to replace interesting, if not very powerful, goodies with yet another suit of armor with a higher plus on it. If the games math doesn't include the need for certain items with a specific bonus then I don't have to worry about having to make sure they are there. It gives me the [i]freedom[/i] to do as I please. If using these things means I have to adjust encounters a little bit I'm going to be much happier than if I have to design each encounter, each pile of coin, and every magic item I include to fit some asinine formula. [/QUOTE]
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They are serious about ending expected wealth by level!
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