
Ruzza |
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So I've been DM'ing for a few decades now and I've come up "against" players who would throw open splatbooks or point to guides to get a build or option that unbalanced the game. When I was younger and less experienced, I was steamrolled by these players, shrugging and noting "Well, they have the rulebook to back them up," while my other players sat around the table miserable and watched as one player ran the show. Over the years I started catching these problems early and putting my foot down before they could arise. Occasionally, this meant there were players left with hard feelings because their build was perfectly legal and I was saying no. They were looking for a different game than the other players at the table.
I say all this to flash forward to now. I'm gearing up a group of new players for Age of Ashes, and you can see the personalities starting to shine already. One player, in particular, has been looking for any way to get an edge throughout the playtest. So I wasn't too shocked when he approached me and asked for a grenade launcher.
Yup. Not kidding about that one. And it actually somewhat made sense. He likes the flavor of the alchemist, but he'd really rather load up a weapon with bombs and fire them off continually without worry about reaching down for more or spending a feat for Quick Bomber. I mean, I did laugh immediately, because who starts a game asking for a grenade launcher? But I thought about it for a little bit. And then I remembered...
...which is an Uncommon tagged item. Understandably, it's slightly more powerful version of an existing item and just seems like a better option for alchemists in general (regardless of whether or not the function is used). So I proposed to the player that they could Craft an item like that during downtime after spending some time coming up with schematics and devoting some resources to it's construction. I pointed out the Uncommon tag and my player was thrilled. He felt like he was getting his way (sort of), but also with an in-game justification.
I'm just enjoying the rarity system from the other side of the screen. I have always loved giving my players a buffet in the past (and still do!), but hated when I had to stop certain elements from entering the game. With rarity tags, I can work with my players to acquire it, rather than it just being something I have to houserule away. Am I alone in these feeling that there's a bit more equality when it comes to game balance with PF2?

Ruzza |

I like it specially as rewards, I could give something as small as one scroll and the players will be thrilled if it's for an uncommon spell.
Yeah, I pulled aside my spellcaster players and told them that if they were interested in uncommon spells, to let me know so we could find a way to make it possible for them in game. I have a feeling that Age of Ashes is going to have a plenty of opportunities for downtime and will let me slot in some sidetreks for players to get their hands on spells or equipment.