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General Tabletop Discussion
*Pathfinder & Starfinder
Toying with reducing the number of named bonuses
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<blockquote data-quote="Zad" data-source="post: 1327849" data-attributes="member: 90"><p>The devil you say! <quietly hides his multi-page spreadsheet, without which he can't even play his epic character></p><p> </p><p>There's no question that it's complicated. And it hits at a certain point in the power curve. At first it's easy - you have nothing. Then you get in mid levels and stuff starts piling up. By the end of mid levels you start tearing out your hair.</p><p> </p><p>But it does eventually abate and get easier. Partly this is just experience with the common bonuses. Partly this is due to a lower number of spells flying - yes you heard me right. I no longer care about the <em>Magic circle vs evil</em> because the deflection bonus from my ring of protection is higher. You start to see slightly fewer buffs because the character's items trump the effect. </p><p> </p><p>It is a mess at times. And I feel your pain, trust me. The problem is that if you tinker with that core mechanic, it can cause a lot of ripples that might end up causing more net problems. The easier thing might be to try to find buff-management solutions like the old index card thing or something.</p><p> </p><p>Wish I had a better idea ;(</p></blockquote><p></p>
[QUOTE="Zad, post: 1327849, member: 90"] The devil you say! <quietly hides his multi-page spreadsheet, without which he can't even play his epic character> There's no question that it's complicated. And it hits at a certain point in the power curve. At first it's easy - you have nothing. Then you get in mid levels and stuff starts piling up. By the end of mid levels you start tearing out your hair. But it does eventually abate and get easier. Partly this is just experience with the common bonuses. Partly this is due to a lower number of spells flying - yes you heard me right. I no longer care about the [i]Magic circle vs evil[/i] because the deflection bonus from my ring of protection is higher. You start to see slightly fewer buffs because the character's items trump the effect. It is a mess at times. And I feel your pain, trust me. The problem is that if you tinker with that core mechanic, it can cause a lot of ripples that might end up causing more net problems. The easier thing might be to try to find buff-management solutions like the old index card thing or something. Wish I had a better idea ;( [/QUOTE]
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Toying with reducing the number of named bonuses
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