Pathfinder weapon, magic item, etc conversions


Rules Questions


So, I was looking through the Conversions chapter on the SRD:

http://www.starjammersrd.com/game-mastering/compatibilityconversion-rules/

I noticed it does NOT have any rules whatsoever for converting weapons, magic items and so on from Pathfinder. Is this somewhere else and I just am not finding it, or do no official rules for this exist?


There probably won't be because of all the variables and item levels. Easier to port over races than items. Are you looking to port a certain item?


I was contemplating pathfinder melee weapons to round out the pathetic selection of weirdly low damage low level weapons, and as stuff that space goblins could use / have looted off them, but more interested in creating and converting magic items honestly.


No official rules, since the underlying assumptions of Pathfinder and Starfinder are too different. You pretty much have to do it on a case-by-case basis, largely by recreating the item from basic premise rather than direct conversion.


1 person marked this as a favorite.
Fuzzypaws wrote:
I was contemplating pathfinder melee weapons to round out the pathetic selection of weirdly low damage low level weapons, and as stuff that space goblins could use / have looted off them, but more interested in creating and converting magic items honestly.

I like the back handed comment. So are we talking about like quarter staffs? Like against heavy armor? The math is pretty solid for the levels plus there are weapon fusions. But here you go buddy Weapon Generator. This thing scales the weapons for you.


Why would low level weapons *not* be low damage?


JetSetRadio wrote:
I like the back handed comment. So are we talking about like quarter staffs? Like against heavy armor? The math is pretty solid for the levels plus there are weapon fusions. But here you go buddy Weapon Generator. This thing scales the weapons for you.

I've seen that generator before, does anyone know if he posted anything about how he's figuring out the prices?

In a lot of ways, the prices in the CRB/AA/AP don't make sense. Or, at least, I can't reverse engineer how they're calculating it. If there's some underlying formula for price, I'd like to know it as a GM.


pithica42 wrote:

I've seen that generator before, does anyone know if he posted anything about how he's figuring out the prices?

In a lot of ways, the prices in the CRB/AA/AP don't make sense. Or, at least, I can't reverse engineer how they're calculating it. If there's some underlying formula for price, I'd like to know it as a GM.

It generally correlates with being exponential in the item's level (i.e. e+ac^(bi+d), with a,b,c,d, and e constants, and i the item's level), where item levels are correlated with the item's overall performance, with the performance using the "floor" operation liberally on fractions, which introduces sometimes severe rounding "errors", and there's still no formula I've found which is consistent.

One of the biggest rules we're missing right now is how to disjoin item level from item performance - that is, how to fairly cost making the same item at a higher item level (which makes it more durable, and lets weapons hold more fusions, and so on), or how to cost down-leveling items. If we had that, we'd have a lot more ammunition for back-solving weapon costs and house ruling our own weapons, in general.


3 people marked this as a favorite.
pithica42 wrote:

I've seen that generator before, does anyone know if he posted anything about how he's figuring out the prices?

In a lot of ways, the prices in the CRB/AA/AP don't make sense. Or, at least, I can't reverse engineer how they're calculating it. If there's some underlying formula for price, I'd like to know it as a GM.

Creator here. I didn't manage to find a neat formula when I was trying to reverse engineer the price. It's an exponential of some sort. The Way I did it was to graph all of the weapons in the book by level vs price, then get an average price per level. That gives a base price per level. Then upon generation I simply add a random variance to the base price. So yeah probably not what you're looking for, but it does the job.


Thank you, but darn. I knew the price curve was somehow exponential, but a lot of the extant prices don't make sense (there are extreme outliers on the curve). I was really hoping that there was an actual formula that took into account range, damage, and other factors, in addition to item level and not 'whatever the developer thought was right that day'.

EDIT: Stupid homophones.

Community / Forums / Starfinder / Rules Questions / Pathfinder weapon, magic item, etc conversions All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions
Grenade Questions