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Captain Morgan wrote:
With this change the Mutagenist Research field (pg 73) gives very little at level one. It currently gives: 1. Two 1st level mutagen formulas 2. Unarmed proficiency equal to simple weapon proficiency 3. Allows one to drink mutagens not brewed specifically for them But mutagen specificity was removed, and now the unarmed proficiency is redundant. Hopefully something can be added in the errata so it is inline with the other research fields. ![]()
The DM of wrote:
Not every encounter is the whole party in combat vs a balanced group of foes, many times in my campaigns a party member has gone off on their own. Without restrictions I know my players would throw every item on a player who is separating from the group. An example being, party has a week of downtime in a city to do whatever, craft, put some time into retraining, find leads on some quest. The party rogue wants to try to infiltrate somewhere during this time, my party would definitely put every single magic item on them. Which would undoubtedly make that character stronger than they would be had they not had all of the items on them. ![]()
Limiting items worn can also be about creating another layer of strategy, if you can always wear all your resistance items you have less incentive to research the damage type of the monster you are hunting. At the beginning of the day you have to decide, what do I expect will be the most impactful? I personally enjoy that aspect, alongside choosing spells to prepare. Also we keep talking about gold restrictions based on individual character level. With no restrictions you also have to wonder about when the whole party piles their magic items on to one character. ![]()
Edge93 wrote:
Edge has pretty much summed up my feelings on this. I don't want to feel penalised for going for legendary in a skill, with this change it seems becoming legendary requires you to pick three other skills you will never get to use. ![]()
Jason Bulmahn wrote:
I would prefer option 2. I feel a short lived burst suits rage better than a long lasting effect. However a lot of the barbarian abilities are rage based, not having access to then for long periods in combat may be an issue. ![]()
An item can be destroyed if it takes damage enough times.
The second sentence of this paragraph implies that the shield reduces the damage it takes by its hardness. Meaning if a hardness 5 shield takes a hit for 6 damage it reduces it to 1 damage and takes no dents because 1 < 5. Therefore a hardness 5 shield needs to be hit for 10 or more damage to take a dent. It is confusing because there are two sets of rules at play if you use your reaction to block with a shield. One determines damage to the shield (rules under Item Damage pg 175) and one determines damage to the player (Rules for Shield Block pg 309). |