mikestrauss
Squire
Having clarified the rules on purchasing back attacks / critical attacks (thanks to those who responded), I noticed an odd power curve in the rules. It only occurs if you have magic items that are powered by back attacks or critical attacks (I think).
Basically, if you have those type of magic items, you have two options.
Option 1: Lose magic item functionality when you trade in to get a back stab or proficiency.
Option 2: Delay trading in until you have earned enough build to maintain functionality of those items (this could easily be about a level and a half worth depending on what you have)
Now, let me say, I actually appreciate that magic items are more tied to skills and that they are less dominant in this upcoming edition. However, I still think this power curve is problematic. Losing functionality wouldn't be a problem if magic items had unlimited duration, but they all have limited duration, which means that players lose out on enjoying hard earned treasure.
Delaying character growth wouldn't be so bad except that spell casters don't face a similar dilemma as they gain build. Their magic items never lose functionality this way and they never have to delay build expenditures to maintain growth.
When pointing out a problem it is best to also make a suggestion for a solution, but honestly, I don't have one. I just think that the curve should be smoothed a bit, if at all possible. Maybe it isn't and maybe the system is otherwise elegant enough to make this oddity acceptable. I just would love to know if anyone who designed this considered this and considered options to smooth this power curve.
-MS
P.S. - If magic items have been switched from expiration dates to logistics periods used, feel free to ignore this, because that solves the problem well enough.
Basically, if you have those type of magic items, you have two options.
Option 1: Lose magic item functionality when you trade in to get a back stab or proficiency.
Option 2: Delay trading in until you have earned enough build to maintain functionality of those items (this could easily be about a level and a half worth depending on what you have)
Now, let me say, I actually appreciate that magic items are more tied to skills and that they are less dominant in this upcoming edition. However, I still think this power curve is problematic. Losing functionality wouldn't be a problem if magic items had unlimited duration, but they all have limited duration, which means that players lose out on enjoying hard earned treasure.
Delaying character growth wouldn't be so bad except that spell casters don't face a similar dilemma as they gain build. Their magic items never lose functionality this way and they never have to delay build expenditures to maintain growth.
When pointing out a problem it is best to also make a suggestion for a solution, but honestly, I don't have one. I just think that the curve should be smoothed a bit, if at all possible. Maybe it isn't and maybe the system is otherwise elegant enough to make this oddity acceptable. I just would love to know if anyone who designed this considered this and considered options to smooth this power curve.
-MS
P.S. - If magic items have been switched from expiration dates to logistics periods used, feel free to ignore this, because that solves the problem well enough.