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After level 5 or 6, assuming the item rarity suggestion has been followed, it is suggested to design encounters as one step harder than intended in other settings to get an accurate read on encounter difficulty. So for a medium threat encounter, it is suggested that you design a difficult encounter to achieve the same effect. Action economy has been touched by a couple high-rarity items, and these are intended to be difficult to obtain, and may even be the subject of an entire quest or campaign in and of itself. They are to be placed in the game with caution.
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After level 5 or 6, assuming the item rarity suggestion has been followed, it is suggested to design encounters as one step harder than intended in other settings to get an accurate read on encounter difficulty. So for a medium threat encounter, it is suggested that you design a difficult encounter to achieve the same effect. Action economy has been touched by a couple high-rarity items, and these are intended to be difficult to obtain, and may even be the subject of an entire quest or campaign in and of itself. They are to be placed in the game with caution. Damage dealing items often specifically stack, and some healing items function outside of the normal rules. The number of items with these effects have been limited to avoid number bloat, but the effect is intentional.
alaraes/introduction.1614135715.txt.gz · Last modified: 2021/02/24 03:01 by forgemaster