How do you handle shopping?


Pathfinder First Edition General Discussion

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P.H. Dungeon, thats exactly it. A loss of one magic item and suddenly the player is sulking. Claiming they are playing a useless character. Or if the party enters an anti-magic field and an encounter happens, the lack of the mystical enhancements makes the level 10+ melee characters useless. Its like saying the 12 barb levels and feats and special class abilities all pale in comparison to one or two items. What a load of nonsense. An obsession with the mystical safety net of magic items. If the character doesn't have an item to bypass the DR, hit through it. Hard hitting barbs and fighters are not shut down by DR.


Owly wrote:


Isn't "Magical" a synonym for "special"? How can anything be magical if it's mass-produced and sold in Magic Mart?

This is, in general, not true. I don't think magic missile is special, but it's certainly magic. I realize this is a matter of gaming style, but if you don't realize that not everyone believes that, it can make some of the arguments on the other side sound really out there.

Another example: +1 swords are technically magical (they have a detectable aura) but they're nothing special. The same could likely be said about any straight bonus weapon or armor, but it's more true at the lower end of things.


MagiMaster wrote:


Owly wrote:


Isn't "Magical" a synonym for "special"? How can anything be magical if it's mass-produced and sold in Magic Mart?

This is, in general, not true. I don't think magic missile is special, but it's certainly magic. I realize this is a matter of gaming style, but if you don't realize that not everyone believes that, it can make some of the arguments on the other side sound really out there.

Another example: +1 swords are technically magical (they have a detectable aura) but they're nothing special. The same could likely be said about any straight bonus weapon or armor, but it's more true at the lower end of things.

Nothing special? If +1 to hit and the bypassing of DR magic isn't special to you there must be a lot of magic in your game (in which case you're right, it's nothing special) or you've forgotten being low level and getting your hands on your first magic weapon. I agree, it is, to an extent, a matter of style. I just prefer the style where my magic is "non-industrial" hand crafted stuff. When it hits the stage of "nothing special", mass produced, magic mart, required stuff, type "magic", then it becomes more a technolgy, less... wonderful / magical. In short, if I want to buy a better gun, I play Traveller (or some other SFRPG). Damn... Traveller. *sigh* It's been too long. Anyway, ymmv of course.


Owly wrote:

I have the players give me a "wish list" and I try and incorporate those items into the adventures, or otherwise create opportunities for them to obtain them.

Headband of Intellect: Wouldn't everyone in Golarion be wearing one of these? Would they really be for sale anywhere?

Isn't "Magical" a synonym for "special"? How can anything be magical if it's mass-produced and sold in Magic Mart?

No Magic Marts please.

And I'm considering the use of Heroic Distinctions (detailed in another thread), although my group seems to be doing fine without them so far.

The term magic mart is not literal, at least not in the games I have seen played. It just means the item is somewhere in the city. It does not mean there is a shopkeeper with a "Ye old magic items" sign that has crates full of magic items. If that were the case then why bother adventuring to get rich. Just rob a magic shop. It is not like all of them are ran by some high level caster who will turn you into a frog.

edit:Magical is also not a synonym for special. Well it can be in your games, and magic may be special just like many other things, but it is not a synonym for magic.


R_Chance wrote:
MagiMaster wrote:


Owly wrote:


Isn't "Magical" a synonym for "special"? How can anything be magical if it's mass-produced and sold in Magic Mart?

This is, in general, not true. I don't think magic missile is special, but it's certainly magic. I realize this is a matter of gaming style, but if you don't realize that not everyone believes that, it can make some of the arguments on the other side sound really out there.

Another example: +1 swords are technically magical (they have a detectable aura) but they're nothing special. The same could likely be said about any straight bonus weapon or armor, but it's more true at the lower end of things.

Nothing special? If +1 to hit and the bypassing of DR magic isn't special to you there must be a lot of magic in your game (in which case you're right, it's nothing special) or you've forgotten being low level and getting your hands on your first magic weapon. I agree, it is, to an extent, a matter of style. I just prefer the style where my magic is "non-industrial" hand crafted stuff. When it hits the stage of "nothing special", mass produced, magic mart, required stuff, type "magic", then it becomes more a technolgy, less... wonderful / magical. In short, if I want to buy a better gun, I play Traveller (or some other SFRPG). Damn... Traveller. *sigh* It's been too long. Anyway, ymmv of course.

I haven't forgotten, since it's come up twice in as many months due to an abrupt, early end to a campaign (both times in APs); however, a +1 sword isn't something anyone at our table would ooh and aah over. It's a very nice sword, and it's not something we just toss aside, but that's mainly because we're low level and can't afford (or haven't found or made) anything better yet. So no, nothing special.

Again, compare a +1 weapon or armor to magic missile, cure light wounds or just about any other first level spell. Magical, but not special.

Edit: I'd be hesitant to say that you just don't get anything really special until at least level 5, but that's just me.


TriOmegaZero wrote:

Not everyone in the church has to have cleric levels.

I need to make sure priests in my games have expert levels as often as cleric levels, just to keep my players from getting the wrong idea.

I totally agree. A lots of my clerics havn't been "chosen ones". They are experts.

That was how it was put in the 3PP Way of the wicked and I love it.

What I like is items which grow with the wearer. God I don't remember the 3.5 book but I thought the idea was just great.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Weapons of Legacy.


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I like the weapons of legacy style as well. And even when I give out not particularly powerful magic items I try to provide a bit of a backstory for the item so that it feels a bit special.

Here's a couple of examples. One is a +1 keen greatsword and the other is a +1 vicious greataxe. These are typical of the sorts of items I like to give out- not super powerful, but hopefully containing enough flavour to capture the interest of the player and make the player feel like they acquired something special.

Senethel (Translation- Keen Edge, 1 of the 6 sisters) +1 keen mithril greatsword. In addition, while wielding the sword the bearer gains a +2 to saves vs. fear effects and can radiate light on command.

Background: The name Senethel is etched into the blade, and the blade bears the marking of Feravis, the royal smith of Queen Yolande’s court in Celene. This blade is one of 6 such swords known as the 6 sisters. Queen Yolande had commissioned the 6 blades to be forged by Feravis towards the end of the Hateful Wars (498- 510- the war whereby elves and dwarves worked together to purge the Lortmil mountains of goblinoids). Each sword was given to an elven warrior that showed exceptional courage and valour in the war. Tylan’s father was given one of the blades and passed it onto his son when he set out from Celene.

Fury’s Bite: +1 Vicious Greataxe. +1 circumstance bonus to CMD vs disarm attempts while using the weapon.

Background: The name of the blade is etched on this dwarf forged axe in dwarven runes. The axe has a sturdy oak haft that is wrapped in red dragon hide to provide extra grip. This axe has the markings of the Slayers Guild (pair of crossed axes dripping blood), an order of savage, chaotic dwarves that has chapters in dwarfholds throughout the Flanaess. The Slayers Guild members are all savage adventurers who cover themselves with runic brands, fearlessly throw themselves into battle and wish nothing more than to die a glorious death against a worthy opponent. It is said that members of the Slayers Guild created the Vicious weapon, and members of the guild favor a great axe enchanted with this property. Such axes are often awarded to members of the guild who kill powerful monsters in single combat (giants and dragons being the most common of such enemies).

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