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General Tabletop Discussion
*Pathfinder & Starfinder
Would removing Superior Weapons open the game up more?
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<blockquote data-quote="DracoSuave" data-source="post: 5615466" data-attributes="member: 71571"><p>I suppose.</p><p></p><p>I've always felt that the way to make treasure interesting is to include more interesting treasure.</p><p></p><p>The game's not suffering from depth at the weapon level... it's the wonderous items, and hand items, and head items... there's just not a lot of interesting effects in there that you can use creatively.</p><p></p><p>Your neck, weapon, and armor? Business time. Making other business time aspects of the game part of treasure doesn't make things more interesting... it just changes what 'business' treasure is dealing with. </p><p></p><p>What's the fundamental difference between finding a +2 sword replacement for your +1 long sword, or a +1 bastard sword replacement for your +1 long sword? You're really just doing the same thing; changing numbers on your character sheet. Neither of those are particularily interesting a change.</p><p></p><p>Contrast with finding an apparatus of kwalish. Or a ring that allows you to teleport three squares as a move action. Or immovable rods.</p><p></p><p>This is where magic item creativity takes hold... where you find effects that transcend level, and go into 'interesting' lands where you can actually use them to solve problems and interract with the world outside of attack and damage rolls.</p><p></p><p></p><p>If you want to make treasure interesting, don't put more 'work' items in there... throw in more 'toys'.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5615466, member: 71571"] I suppose. I've always felt that the way to make treasure interesting is to include more interesting treasure. The game's not suffering from depth at the weapon level... it's the wonderous items, and hand items, and head items... there's just not a lot of interesting effects in there that you can use creatively. Your neck, weapon, and armor? Business time. Making other business time aspects of the game part of treasure doesn't make things more interesting... it just changes what 'business' treasure is dealing with. What's the fundamental difference between finding a +2 sword replacement for your +1 long sword, or a +1 bastard sword replacement for your +1 long sword? You're really just doing the same thing; changing numbers on your character sheet. Neither of those are particularily interesting a change. Contrast with finding an apparatus of kwalish. Or a ring that allows you to teleport three squares as a move action. Or immovable rods. This is where magic item creativity takes hold... where you find effects that transcend level, and go into 'interesting' lands where you can actually use them to solve problems and interract with the world outside of attack and damage rolls. If you want to make treasure interesting, don't put more 'work' items in there... throw in more 'toys'. [/QUOTE]
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Would removing Superior Weapons open the game up more?
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