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Using 4e's Inherit Bonus system in pathfinder
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<blockquote data-quote="BriarMonkey" data-source="post: 5489470" data-attributes="member: 95387"><p>I can see both sides of the coin, and that side in the middle - and honestly, I think it boils down to the type of game you want to run.</p><p></p><p>For my part, I really want to decouple the christmas tree effect - for which, inherent bonuses would play a role. I also want to allow characters to roam around town without feeling like they must be wearing their +X Plate Armor of Awesomesauce and slinging their +X Great Sword of Doom, lest the kobold ninja strike from the alley and then the character feels they are unable to do anything with just a dirk. If the characters want to travel the roads in traveling garb, vice heavy armor, they should be able to do that - without being heavily penalized for not being "geared up".</p><p></p><p>So yeah, a little tweaking of the numbers.</p><p></p><p>The next campaign I run I am going to use something similar to this concept. We already have bonuses to attributes granted at differing levels, so extending this to saves, skills, etc. doesn't seem like any real stretch. I am going to grant points at certain levels that the players can use to bump up bits of their characters. While the mechanism is pretty much the same as what the OP mentions, I'm using a differing progression (and no, it's not all worked out yet).</p><p></p><p>As for its impact on magic items, etc., I am making a few little other tweaks too. I'm using more magic items that have both benefits and drawbacks (IE: a headband may grant +2 INT, but it also may cause -2 STR); I'm using the DR variant for Armor out of the Unearthed Arcana; and as a whole I tend to be a tad on the stingy side for coin.</p><p></p><p>As for the point at hand, if the system is used without regard to magic +X items, expect the characters to be better than normal; but adjust magic a little too - and all should be dandy.</p></blockquote><p></p>
[QUOTE="BriarMonkey, post: 5489470, member: 95387"] I can see both sides of the coin, and that side in the middle - and honestly, I think it boils down to the type of game you want to run. For my part, I really want to decouple the christmas tree effect - for which, inherent bonuses would play a role. I also want to allow characters to roam around town without feeling like they must be wearing their +X Plate Armor of Awesomesauce and slinging their +X Great Sword of Doom, lest the kobold ninja strike from the alley and then the character feels they are unable to do anything with just a dirk. If the characters want to travel the roads in traveling garb, vice heavy armor, they should be able to do that - without being heavily penalized for not being "geared up". So yeah, a little tweaking of the numbers. The next campaign I run I am going to use something similar to this concept. We already have bonuses to attributes granted at differing levels, so extending this to saves, skills, etc. doesn't seem like any real stretch. I am going to grant points at certain levels that the players can use to bump up bits of their characters. While the mechanism is pretty much the same as what the OP mentions, I'm using a differing progression (and no, it's not all worked out yet). As for its impact on magic items, etc., I am making a few little other tweaks too. I'm using more magic items that have both benefits and drawbacks (IE: a headband may grant +2 INT, but it also may cause -2 STR); I'm using the DR variant for Armor out of the Unearthed Arcana; and as a whole I tend to be a tad on the stingy side for coin. As for the point at hand, if the system is used without regard to magic +X items, expect the characters to be better than normal; but adjust magic a little too - and all should be dandy. [/QUOTE]
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