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General Tabletop Discussion
*TTRPGs General
what do you do when a +3 bloodclaw weapon is more powerful than a +4 artifact
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<blockquote data-quote="fba827" data-source="post: 4832023" data-attributes="member: 807"><p>No rpg system is perfect for me, and it sounds the same for you. That's when you look for one that you can enjoy the core mechanics and houserule the rest as much as needed/wanted.</p><p></p><p>In your specific example (bloodclaw vs. artifact) it sounds like in your game one or the other needs adjusting - either bloodclaw (limit it's effect or cap it's availability at a +3), or the artifact (make it stronger if you feel you really have to in your campaign). That's what houserules are for. Or else just let it go and say "so what if no one wants to use it. it's an artifact and there to serve a story related purpose and then it's going to move on."</p><p></p><p></p><p>As for players all picking the same "uber" weapons and equipment, we don't really have that problem; out of all the characters we've made in multiple campaigns, no one is a cookie-cutter (even partially) of another. So I shouldn't comment on that.</p><p></p><p></p><p></p><p>But, yes, as said, I can see your basic "meta-problem point" but I have that same issue with any rules system. There will always be some feat, item, rule, power that doesn't fit for you. If you thought every system was perfect without fault then i would question your objectivity if not sanity <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>So find a system with core rules you like and then be prepared to houserule it as needed/wanted when things come up that aren't working for your group.</p></blockquote><p></p>
[QUOTE="fba827, post: 4832023, member: 807"] No rpg system is perfect for me, and it sounds the same for you. That's when you look for one that you can enjoy the core mechanics and houserule the rest as much as needed/wanted. In your specific example (bloodclaw vs. artifact) it sounds like in your game one or the other needs adjusting - either bloodclaw (limit it's effect or cap it's availability at a +3), or the artifact (make it stronger if you feel you really have to in your campaign). That's what houserules are for. Or else just let it go and say "so what if no one wants to use it. it's an artifact and there to serve a story related purpose and then it's going to move on." As for players all picking the same "uber" weapons and equipment, we don't really have that problem; out of all the characters we've made in multiple campaigns, no one is a cookie-cutter (even partially) of another. So I shouldn't comment on that. But, yes, as said, I can see your basic "meta-problem point" but I have that same issue with any rules system. There will always be some feat, item, rule, power that doesn't fit for you. If you thought every system was perfect without fault then i would question your objectivity if not sanity ;) So find a system with core rules you like and then be prepared to houserule it as needed/wanted when things come up that aren't working for your group. [/QUOTE]
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what do you do when a +3 bloodclaw weapon is more powerful than a +4 artifact
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