Erik Freund wrote:
Corsage of the Captured Voice
A lot of wonderful imagery here. Personally I try to stay away from very delicate objects as magical items, simply because I feel they are too easily destroyed. That said, Neil once said I was paranoid, so...
I do like the fact that it isn't a one use item. Items like this I think should have a specific creature component in the construction.
Elegant and simple, but useful to those who excel in disguise. A bit specific use, but obviously it caught the judge's attention.
Congrats and good luck in the next round.
Lord Fyre wrote:
A key to "Starfinder" to me would be to limit the range of known space, and make a great deal of this game about exploring new solar systems.
I would imagine a core of maybe six or seven populated planets and only a small host of playable races. Else you get into such a variety of playable races that you get bogged down in the character creation process, or nothing seems special or unique because everything is weird.
Did anyone else play Star Frontiers?
Aerotech has a great mechanical system for that. Interceptor did too. I agree that this would have to be a core part of the system.
LOL, that would be pretty cool. However, I don't think it would sell very well, so it would be a novelty and an expensive one at that :)
I was thinking about creating a "small" version while I was posting this. I will work on it :)
I considered adding a Knife, but since they're not in the book (only daggers, which really aren't as useful as knives), I didn't add it. That said, you can always add one to your own. Just takes putting it into the item description. I wouldn't even charge extra.
Thomas LeBlanc wrote:
I like the idea, think I will put these on some cardstock. Might remove the 10 days worth of feed from the saddle.
I wasn't sure about the feed. 10 days was a lot of weight, but I thought in a Pathfinder campaign you may be wandering for a long time before you find a grassy field :)
Jason Rice wrote:
I hear ya Jason. I was watching the thread, waiting for it to unlock and it didn't before I had to leave for church. Came back and found hundreds of posts!! LOL Oh wells. :)
Thank you Helic. I agree with everything you said. For me, that's the winning scenario. As we can see, there are lots of different ways to handle it.
I've played D&D since the first red box came out, and buying magical items has never been common in anyones campaign world I played. BUT, clearly it is common in some.
It all comes back to the style of play, the GM's ideas of what is acceptable, the needs of the characters, and the magic level of the campaign world.
In the end, the GM should ask himself this,
"How many NPCs are so much higher level than the PCs in the campaign world that they sell off magical items of this caliber?"
It's a GM's decision, and the system created in Pathfinder is there to facilitate this (and to make a smooth system of magical item creation).
Game Balance requires a thorough understanding of the game system, but if you do have that level of understanding you can do whatever suits you without concern of unbalancing things. My point here is that RPGs are NOT video games. You, the GM and the players, control the game and decide what is acceptable and what isn't (organized play aside). It's all up to you.
I think we've seen from this discussion that almost everyone allows some magical items to be bought. Many limit the power level of those items. Some allow almost anything to be bought, if you have the money and can find it. Those who do the latter, though put more emphasis on controlling treasure rewards, since that will dictate the power of the game in such cases.
Thank you to everyone who responded.
Your answers have been very insightful and I appreciate just having a good discussion regarding this aspect of the game!
Sorry if I made it sound that way.
It really depends on the campaign world, region of the campaign world, and the style of the story you're running.
I too sell magical items, just not everything all the time.
I admit that I am surprised by how many people seem to think it is a requirement to sell magical items in order to play a Pathfinder campaign. The system is just an option, and I think there are enough posts just on the first page of this thread that shows that many GMs find it unnecessary (albeit occasionally desirable or useful) to sell magical items in shops.
Really I am just curious as to the ratio of those who do and don't.
Thanks for replying! :)
Yes. I allow the purchase of magical items as per the rules. I have found that without the items that the party tends to have a very difficult time dealing with encounters.
I'm not suggesting, of course, that you don't give out magical items. But, in my way of thinking, they should be a reward. If you plan to have your characters fight something later on that requires you have a powerful magical item, then put that magical item in as a part of the adventure before hand, or have them have to quest for it.
Just my thought.
Oliver McShade wrote:
Interesting implications for the evil Druid.
Druid PC: GM, I cast Animal summon.
Of course, the duration is probably an issue, but still funny :)
Exactly some of the things I consider.
Eric Clingenpeel wrote:
Here's how I've always handled magical items:
I build the equipment of enemies to both suit the enemy and to do one of two things: 1) Be usable by one of the PCs, or 2) Be disdained by the PCs (that is, they would leave it where it fell unless they had some reason to want to destroy it).
I build treasure hordes (that have magic) to have a few items of lesser power that are really rather random, but also include one or two magical items that the PCs would really treasure and use.
I've had very few PCs actually give up magical items. Usually they hold on to ones they stopped using so that they can 1) hand them out to henchmen and followers, 2) award them to younger adventurers they encounter later (either as they play the character, or the new character encounters them as NPCS), 3) pass them on to their children (very very rarely gets that far into the campaign), 4) enchant them to a higher power, 5) hang them on their wall as a trophy, 5) use them for trade at some of the very few magical item shops I have, or 6) start their own business selling such items.
My favorite character I ever played was Trior Steelguard (you'll see me post as him a few times on here). He was a priest of a god of war, and he made his living as an arms dealer. He collected magical items (particularly weapons) and sold them to groups of people at war with each other. When he got higher level he started traveling through the planes to get to other campaign worlds and expand his business. :)
In my opinion, PCs should shape the campaign world. If a city doesn't have a magic shop, but a PC starts one, then it will probably thrive. Doing things like this encourages players to retire their characters, and offer services and businesses that they themselves would want their other future characters to be able to make use of.
I have two really big cities in my campaign that do sell magical items. There are multiple businesses that offer different types of items. Most are very low power, but occasionally you can find something cool. Finally, many cities and towns have peddlers of antiquities who sometimes have a magical item and don't even know it. It just takes the PCs really searching a town when they get there.
Finally, I'll say that the idea that "every item" is for sale, does seem contrived. The GP value is there for the system to work, but it isn't there to imply that PCs can just walk into Wizards'r'Us or Blessed Buy and see the item on display.
I think that's really what most of us GMs do (from what I've read here).
Ice Titan wrote:
EXCELLENT advice. Thank you :)
And to me this seems like the ideal way to run it. Some items are common, some rare, and some exceptionally rare.
One of the reasons I've asked this question is because sometimes the developers make it sound like they'd expect every item to be hanging on a wall at Wizards'R'Us, or Blessed Buy.
Oliver McShade wrote:
Got ya. That really makes sense. I guess I was thinking most people just run one campaign world 90% of the time.
That's about what I do in the medium major sized cities of my campaign. I do have a couple magic shops in the really big cities.
Kevin Andrew Murphy wrote:
I like that method. Seems very logical.
Lord Fyre wrote:
I think PAIZO would do a great job engineering an Sci-Fi RPG. I don't think the D20 rules are the system to go with. They are just molded more respectably towards melee combat.
There are some good d20 space rpgs, but nothing that has ever caught my fancy. I think Star Wars is well done, but not original. I'd love to see something truly original.
I know they say it's not in the works, but it's something they should consider. I know I'd be looking at buying it. I trust Paizo and doubt they'd let us down.
Just my thoughts,
Dire Mongoose wrote:
In the "big cities" seems to be a common answer. I'm curious how everyone sets thos shops up. Is there some purveyor out buying them up? Do the PCs go in and sell items? Is it a big pawn shop? Do the purveyors make the items? Are there particular shops for particular items?
I wonder how not having magical items available to buy impacts weaker characters. Could you go into that a little?
I'm curious because it would strike me to just offer more magical items as loot for success. That is, magical items have always seemed a reward system to me. Characters should earn them by either defeating the person who already carries them, or defeating the monster who defeated the person who carried them. Obviously that doesn't work for all magical items. Clothing, scrolls, and potions are the items I make available at most large cities.
Yes I allow my players to buy magical items according to the rules in the core book. That said I think it takes away a lot of the wonder from magical items (as do the crafting system), but the game is balanced around pc's having a certain amount of magical gear according to their level. If you remove the pc's chance of getting magical items you will upset the games balance and the pc's might not be able to handle appropriate challenges as written.
That makes me wonder if the current XP/Challenge Rating system is too mechanized.
As a seasoned DM I can tell you that once you know the game well enough then you can adjust for almost any unexpected change to game balance. I've been able to put low level characters against high level monsters, simply by giving the advantage of terrain and a well placed magical item. I've also had high level characters taken captive by standard kobolds with the same sort of tricks.
I've always thought of the charts in the book as a guideline for beginning DMs and a reminder for long term DMs. Also, it makes the organized play easier.
So, the lesson from your point I think is that until you know the system well enough to be able to manage unbalancing events, don't mess with the game balance :)
Awesome. Is that something you can share?
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