Aaaaand go!
obcidian_bandit said:Three things there:
1) I have had that same experience with two of my characters at this point, only one of whom has perm items. The other one has preserved stuff, and I collect some stuff when I need to. This may be more of a high level/long term player/player maturity thing as much as a "get a perm item or you'll have to get stuff 'till you die" trend.
2) On a "Per use" system, playing a character once a year would make even items with 12 charges (a 'per year' item, nowish) effectively permanent. Running out of duration wouldn't be a serious concern.
3) What's your horde look like? I'd bet you've got over 100 gold sitting somewhere in a box that you don't use. Why not drop 10, 20, or even 50 gold every few years to buy your 'recharge' set? Sure, it costs your character money, but it's not doing anything sitting there anyways. It provides a money sink that the game desperately needs at high level right now.
Duke Frost said:In essence, my climb up the power ladder for my high level character is complete. This is a boon for myself and for every other player in the game. It lets the plot be more important than the stuff by tenfold if not a hundredfold.
No, this is a problem with golems (it took me a second to realize the most obvious/common answer here was a +8 undead slayer, 6 points of strength, and an Earth Aura. In fact, I'd almost be willing to bet money that this was the circumstance it's so common). I'd be ok with limiting slayers more, or Auras, or whatever, to keep this on topic. The problem is that even without the monster strength, you can hand a two ritual magic item to a first level character and their damage output is 20 versus many monsters. Make that item permanent and it doesn't just go away after a few games. It's powerful enough that everyone wants one, so they're always worth making, even though they never go away. (My solution was to quit sending out undead. That fixed the 'double damage' problem pretty quick.)Zymm said:This past spring, I went on a mod. On this mod was a character using a combination of ritual effects.
This character is an adept with no weapon proficiencies.
We fought COMMON monsters.
This adept dealt 32 points of damage with each weapon strike from the front (non-backstab damage.)
Is PERMANENCE the thing that is killing this game? Really?
obcidian_bandit said:No, this is a problem with golems (it took me a second to realize the most obvious/common answer here was a +8 undead slayer, 6 points of strength, and an Earth Aura. In fact, I'd almost be willing to bet money that this was the circumstance it's so common). I'd be ok with limiting slayers more, or Auras, or whatever, to keep this on topic. The problem is that even without the monster strength, you can hand a two ritual magic item to a first level character and their damage output is 20 versus many monsters. Make that item permanent and it doesn't just go away after a few games. It's powerful enough that everyone wants one, so they're always worth making, even though they never go away. (My solution was to quit sending out undead. That fixed the 'double damage' problem pretty quick.)Zymm said:This past spring, I went on a mod. On this mod was a character using a combination of ritual effects.
This character is an adept with no weapon proficiencies.
We fought COMMON monsters.
This adept dealt 32 points of damage with each weapon strike from the front (non-backstab damage.)
Is PERMANENCE the thing that is killing this game? Really?
obcidian_bandit said:(My solution was to quit sending out undead. That fixed the 'double damage' problem pretty quick.)
It's a commodity, with a max of 2 per chapter per year (realistically).
I don't think that's true, unless you've been doing a lot of chapter hopping that I don't know about. OR has put them out on the order of 2 per year, but possibly as low as 1 per year (I've personally had two in my hand at the same time as a PC, so my perspective may be a little skewed, but I guarantee that they're out there). Seattle has put out just over one per year (some years just one, but usually two) for the past few years, too.Avaran said:True, though not every chapter drops two per year; I'd say a more realistic rate is 1 every 3 years (some possibly even longer, depending on chapter size).