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Using 4e's Inherit Bonus system in pathfinder
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<blockquote data-quote="SkredlitheOgre" data-source="post: 5489441" data-attributes="member: 99513"><p>And I think this depends ENTIRELY on what you consider "boring-but-necessary."</p><p></p><p>My party is low-level (4 3rds, 1 2nd, and 2 1st) and they are just getting ready to find their SECOND magic item (a +2 sword, and that's not counting a bundle of +2 arrows they found along with some masterwork bows), which at that point in their character careers is a big deal.</p><p></p><p>The way I read things, and I don't play 4E so i don't have a copy of the DMG2, these inherent bonuses aren't magical in any way, which is fine if you want to play a low-to-no magic game. Personally, I find it easier and way less complicated for all involved to hand out magic items which either do or do not beat damage reduction rather than redoing monsters/enemies to take out DR without having to have the players keep track of yet another statistic.</p><p></p><p></p><p></p><p> And why would you take the players "toys" away? The only reason I would do that is to make it a plot hook for another adventure and I would never do that to the ENTIRE party. For example, one of my players currently has a Fang of Turaglas (Dragon Magazine #312, page 72). He isn't "supposed" to have it, so the nearest cult of Turaglas will start sending some people after it. If he loses the sword, then he has the option to go get it back or not after he's learned what the sword DOES. (It sends life energy to an entrapped demon lord). And even if you take away one really nifty weapon, do your players only carry ONE weapon? Hell, each person in my party has at LEAST two weapons.</p><p></p><p></p><p></p><p>Magic shops make for great roleplaying encounters. You can set ANY NPC in there and they don't seem out of place, giving you the opportunity to use any plot hook you want. You can also plant items there, too. Has one of your characters been looking for a particular item? Well, here's a chance for them to pick it up...or find a cursed one that looks JUST like it, thus giving you another plot hook.</p><p></p><p></p><p></p><p>This right here. As a player, I would MUCH rather find the magical doodad instead of getting a +1 modifier. I know my players feel the same way. Now, getting higher bonuses because of magic or something like that, they're cool with that. But handing out a +1 because they got to a certain level? No thanks.</p><p></p><p>I can see using the Inherent Bonus if you're playing a game that either 1) is low-to-no magic or 2) focuses more on combat, since the bonuses given are all combat oriented. Mine is neither of those, so I can't see myself ever using the IB in the current game I'm running.</p></blockquote><p></p>
[QUOTE="SkredlitheOgre, post: 5489441, member: 99513"] And I think this depends ENTIRELY on what you consider "boring-but-necessary." My party is low-level (4 3rds, 1 2nd, and 2 1st) and they are just getting ready to find their SECOND magic item (a +2 sword, and that's not counting a bundle of +2 arrows they found along with some masterwork bows), which at that point in their character careers is a big deal. The way I read things, and I don't play 4E so i don't have a copy of the DMG2, these inherent bonuses aren't magical in any way, which is fine if you want to play a low-to-no magic game. Personally, I find it easier and way less complicated for all involved to hand out magic items which either do or do not beat damage reduction rather than redoing monsters/enemies to take out DR without having to have the players keep track of yet another statistic. And why would you take the players "toys" away? The only reason I would do that is to make it a plot hook for another adventure and I would never do that to the ENTIRE party. For example, one of my players currently has a Fang of Turaglas (Dragon Magazine #312, page 72). He isn't "supposed" to have it, so the nearest cult of Turaglas will start sending some people after it. If he loses the sword, then he has the option to go get it back or not after he's learned what the sword DOES. (It sends life energy to an entrapped demon lord). And even if you take away one really nifty weapon, do your players only carry ONE weapon? Hell, each person in my party has at LEAST two weapons. Magic shops make for great roleplaying encounters. You can set ANY NPC in there and they don't seem out of place, giving you the opportunity to use any plot hook you want. You can also plant items there, too. Has one of your characters been looking for a particular item? Well, here's a chance for them to pick it up...or find a cursed one that looks JUST like it, thus giving you another plot hook. This right here. As a player, I would MUCH rather find the magical doodad instead of getting a +1 modifier. I know my players feel the same way. Now, getting higher bonuses because of magic or something like that, they're cool with that. But handing out a +1 because they got to a certain level? No thanks. I can see using the Inherent Bonus if you're playing a game that either 1) is low-to-no magic or 2) focuses more on combat, since the bonuses given are all combat oriented. Mine is neither of those, so I can't see myself ever using the IB in the current game I'm running. [/QUOTE]
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