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General Tabletop Discussion
*Pathfinder & Starfinder
WotC: Souldn't Magic Items Be Classified By Function?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4013020" data-attributes="member: 710"><p>I'll try. </p><p></p><p>Siloing implies that you have a limited amount of "things" you can do/have. You can choose from a list of effects. Similar effects share one silo. So you'll have to decide between something like <em>Fireball</em> or <em>Lighning Bolt</em> and <em>Fly</em> or <em>Dimension Door</em>. You can't forego Fly/Dimension Door in favor of an additional Lightning Bolt. </p><p></p><p>There are two main reasons for this concept (as far as I can see)</p><p>- Extreme Stacking: You can get only one ability that improves your abilities in a specific "silo". So you choose the one that suits your needs best (or is simply the best.)</p><p>- Avoid choices that make certain abilities unused. The first time this concept was named by the designers, the example was Fireball vs Phantom Steed. Most wizards given the choice would simply not prepare Phantom Steed, because Fireball was plain better in most situations. Sorcerors learning spells like this are even less likely. An interesting note was that even earlier D&D edition had a notion of this - first level magic-users/wizards were given 3 spells known, one defense, one offense, and one utility. </p><p></p><p>One might say that this removes "hard choices" (in regards to spell preperation at least) and makes for a simpler game - but what purpose do spells/abilites have that are not used? </p><p></p><p>In regards to spells, it is not clear yet how this will work. I've got the impression that the siloing will not be done via types of slots, but how you cast certain spells. Most combat-relevant spells will be typically wizard powers. "Utility" spells will mostly be rituals.</p><p></p><p>In regards to magical items, the given slots and their linked abilities are obviously for "siloing".</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4013020, member: 710"] I'll try. Siloing implies that you have a limited amount of "things" you can do/have. You can choose from a list of effects. Similar effects share one silo. So you'll have to decide between something like [i]Fireball[/i] or [i]Lighning Bolt[/i] and [i]Fly[/i] or [i]Dimension Door[/i]. You can't forego Fly/Dimension Door in favor of an additional Lightning Bolt. There are two main reasons for this concept (as far as I can see) - Extreme Stacking: You can get only one ability that improves your abilities in a specific "silo". So you choose the one that suits your needs best (or is simply the best.) - Avoid choices that make certain abilities unused. The first time this concept was named by the designers, the example was Fireball vs Phantom Steed. Most wizards given the choice would simply not prepare Phantom Steed, because Fireball was plain better in most situations. Sorcerors learning spells like this are even less likely. An interesting note was that even earlier D&D edition had a notion of this - first level magic-users/wizards were given 3 spells known, one defense, one offense, and one utility. One might say that this removes "hard choices" (in regards to spell preperation at least) and makes for a simpler game - but what purpose do spells/abilites have that are not used? In regards to spells, it is not clear yet how this will work. I've got the impression that the siloing will not be done via types of slots, but how you cast certain spells. Most combat-relevant spells will be typically wizard powers. "Utility" spells will mostly be rituals. In regards to magical items, the given slots and their linked abilities are obviously for "siloing". [/QUOTE]
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