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CptCoots
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Join Date: Apr 2013
Location: Poughkeepsie, NY
Posts: 102

Old August 5th, 2013, 01:06 PM
In the Magic Item Compendium there are Synergy abilities that are introduced as well as variant rules that take some old DMG I abilities and make them Synergy abilities.

The thinking around this is for Upgrading. "I have Fortification, Light (+1) and now you're telling me I have to get a +3 bonus for Fortification, Moderate!? Why can't I just pay for a +2 bonus and get Moderate??" Well that is what Synergy gives you.

This is great, but it makes Items VERY cluttered: put Agility, Agility Improved and Agility Greater and Balance, Balance Improved, and Balanced Greater on an item. Hooray! 6 item abilities... BOOOOO.

This is fixed in one of several ways:
1) Suppress Pre-req abilities from expression in the item description, but keep a tag of some sort there.
2) Just ignore Synergy in Hero Lab mechanics, since upgrading does not explicitly handle cash and deal with it with your DM off system.
3) Deal with the cluttter.

I was going to try to implement the first, but I wanted to know what people thought.
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CptCoots
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Join Date: Apr 2013
Location: Poughkeepsie, NY
Posts: 102

Old August 14th, 2013, 12:45 AM
The Crickets are deafening.
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bodrin
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Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265

Old August 14th, 2013, 02:54 AM
Quote:
Originally Posted by CptCoots View Post
The Crickets are deafening.
I'll answer,
Add a synergy tag so pre reqs can be implemented.

Implement a replace/amend livename system so the weapon name only shows the highest synergy power applicable, thereby removing the clutter.

Dormio Forte Somnio


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