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WotC GregB: Alchemy
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<blockquote data-quote="mmu1" data-source="post: 4206376" data-attributes="member: 319"><p>Eh. Making alchemical items scale with level (so that you have 1st level thunderstones, and 20th level thunderstones - it seems like every single thing in the game scales at the same rate of 1 / 2 levels, these days) is kind of lame and lazy - it'd be much better to gain access to new items at higher levels of skill that do new and better things, rather than simply up the attack bonus on the same old tired stuff.</p><p></p><p>It reminds me of NWN, with DC 35 blade traps and DC 40 locks popping up all over the place as your character gained levels - or in some PnP D&D modules, silly stuff like DC 25+ pit traps. (Are they magical spots of higher gravity so you fall in faster?)</p></blockquote><p></p>
[QUOTE="mmu1, post: 4206376, member: 319"] Eh. Making alchemical items scale with level (so that you have 1st level thunderstones, and 20th level thunderstones - it seems like every single thing in the game scales at the same rate of 1 / 2 levels, these days) is kind of lame and lazy - it'd be much better to gain access to new items at higher levels of skill that do new and better things, rather than simply up the attack bonus on the same old tired stuff. It reminds me of NWN, with DC 35 blade traps and DC 40 locks popping up all over the place as your character gained levels - or in some PnP D&D modules, silly stuff like DC 25+ pit traps. (Are they magical spots of higher gravity so you fall in faster?) [/QUOTE]
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WotC GregB: Alchemy
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