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General Tabletop Discussion
*Dungeons & Dragons
What item daily rules do people use?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7478575" data-attributes="member: 82106"><p>BFP seems like a decent idea. </p><p></p><p>Frankly though, I think that the later rarity rule is a MUCH better notion in terms of item design space. The problem with the original rules was that it was quite easy to design items that were perfectly good, their daily power was quite appropriate, BUT being able to acquire several of the same item would lead to multiple uses of said power, which was not so good... A number of items fell to this problem and got nerfed. </p><p></p><p>Rarity simply prevented the multiples from ever existing. It also allowed for many more trivial daily effects. That opened up a lot of design space in terms of stuff that was OK as a daily ONCE a day, but not 2-3 or more times a day. </p><p></p><p>Plus it got rid of tracking stuff at the same time. I think the INTENT of allowing PCs to create ANY item (short of an artifact) was to allow for player freedom, not to make it easy to pull off 3e-esque system exploits. Rarity steps a little on players in theory, but it does solve a number of problems and at least relatively reasonable GMs should still give out what players want, without needing to worry that they'll enchant 12 level 3 items when they're 12th level and bork things up.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7478575, member: 82106"] BFP seems like a decent idea. Frankly though, I think that the later rarity rule is a MUCH better notion in terms of item design space. The problem with the original rules was that it was quite easy to design items that were perfectly good, their daily power was quite appropriate, BUT being able to acquire several of the same item would lead to multiple uses of said power, which was not so good... A number of items fell to this problem and got nerfed. Rarity simply prevented the multiples from ever existing. It also allowed for many more trivial daily effects. That opened up a lot of design space in terms of stuff that was OK as a daily ONCE a day, but not 2-3 or more times a day. Plus it got rid of tracking stuff at the same time. I think the INTENT of allowing PCs to create ANY item (short of an artifact) was to allow for player freedom, not to make it easy to pull off 3e-esque system exploits. Rarity steps a little on players in theory, but it does solve a number of problems and at least relatively reasonable GMs should still give out what players want, without needing to worry that they'll enchant 12 level 3 items when they're 12th level and bork things up. [/QUOTE]
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What item daily rules do people use?
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