D&D 4E Using 4e's Inherit Bonus system in pathfinder

a couple points. you don't need to remove pluses from swords to make them have things like teleport. but the dms I play with unique items are few and far between


secondly I'n regards to skelitheogre a + 2 weapon should be a huge deal at lvl 4 since it's worth more than ther wbl. really lvl 7 or 8 characters sometimes don't have +2 weapons. so not sure how it's relevant to the discussion.
 

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secondly I'n regards to skelitheogre a + 2 weapon should be a huge deal at lvl 4 since it's worth more than ther wbl. really lvl 7 or 8 characters sometimes don't have +2 weapons. so not sure how it's relevant to the discussion.

It was regarding Patron of Elvenshae's point that +2 weapons are "boring-but-necessary." They don't have to be boring was the main point, really. Simply because they aren't all flashy and whatnot doesn't mean it comes down to "Oh, it's just another +2 sword." I guess I don't see why anyone would need to shoehorn a couple of random powers into a +3 sword when there are something like a dozen magic item slots a character can use. You want to teleport? Okay, here's a headband of teleportation. Want a weapon that will allow you to automatically confirm a critical hit once per day/encounter? Have some bracers of once per day/encounter auto crit confirm.

Another part of it is that all of the players I know (except one) would prefer their characters get a THING, be it a weapon, a magic item, or even a mundane item that they can use, as opposed to a random +1 bonus. In the module I'm running now, my cleric was stoked because with a good Perception check, he managed to find all the bits and pieces to make three healing kits, each of which give him a +2 on his Heal check. They aren't magical, but they aren't useless.

Like I said before, this is simply the way MY party plays and I'm not saying that it's a stupid rule or that people who use it suck. I, personally, in my campaign, have no use for this rule, as it benefits combat only. That's it.
 

I'm starting a new Pathfinder game next week, and I'd love to implement something like this. The problem is that I'm unclear on how to scale the bonuses. In 4e, it is really easy as there are only three categories that consistently scale with level:

1) Hit/damage/extra critical dice
2) AC
3) Non-AC Defenses (in PF it would be saving throws)

and they should more or less scale by +1 every five levels. But what should be the rate in PF? And what about enhancement and inherent bonuses to stats? Also, something like AC can be increased by enchantment to the armor, to the shield, natural armor, deflection, etc.
 

I'm converting my ongoing party of 15th level adventures from 3.5 to Pathfinder in a couple weeks, and I'm going to be implementing the Inherent Bonus system from 4e.

I'm keeping exactly the same rules as Pathfinder (+1 to AC and saving throws at levels 4, 9, 14, 19 and 24; +1 to attack rolls and damage at levels 7, 12, 17, 22 and 27). We'll see how it goes.

I'm ruling that the bonuses to attack, damage and AC are enhancement bonuses, the bonuses to saving throws are resistance bonuses. This way they will overlap with the bonuses provided by some magic items - although not all magic items. There will still be things out there that can give players an edge.

You can still have magic items in this system. A 17th level character has a +3 inherent bonuses to attack and damage. If that character picks up a +5 sword, then they still enjoy the benefit of the magic item (a +2 net gain in this case).

The rate a which these inherent bonuses accrue is probably slightly behind the power curve as far as magic items are concerned. So the rules don't replace magic items, but they do shore up the deficiency in those who don't have them. And of course, these inherent bonuses are not magical... so enchanted weapons would still be needed when facing anything with DR/magic.

I agree that this is a play-style thing. I'm not adopting these rules because I have a lot of combat (quite the contrary) but because I don't give away treasure at anything like the rate suggested in the rules. I recognise that the PCs need these bonuses to punch their weight in the game, but I'm unwilling to fill this gap with magic items.

I prefer magic items to be rich and storied creations. I just don't want to be bothered with having to remember that I need to upgrade Bob the Thief's armour from +2 to +3 just because he's turned 14th level.
 

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