"Low-change" custom items, what's your stance


Pathfinder First Edition General Discussion


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Now, I know there is a lot of pushback from GMs against the creation of custom items. They can be hard to balance, hard to price, and can really be a headache.

But, there are a number of "custom" items that I find dont quite fit that definition. It involves mainly 2 things:

1) Changing a pre-existing item's slot
2) Combining 2 items on a same slot (*1.5 to the price of the cheapest item)

Now, I accept this pretty universally in my games. It doesnt radically add any new mechanics (all old items) and it allows the player to have access to more than just the wondrous items of the "big six" (IE, cloak of resist, ring of protection, amulet of natural armor) or in certain cases "essential" (amulet of mighty fists for example). I generally allow it. But I havent had many GMs yet, so I was wondering what other people's stance on this was.


I try very hard to be flexible and say "yes" when a player asks for something, as long as that something won't break the game. So in both your cases, yes, I allow those. Generally changing slot may have a cost increase if there's a kind of affinity... boots of striding and springing changing into a hat for instance. But that's about it.

As long as you're not allowing a ring of true strike for the usual 2,000gp people come up with, you're okay.


Anguish wrote:

I try very hard to be flexible and say "yes" when a player asks for something, as long as that something won't break the game. So in both your cases, yes, I allow those. Generally changing slot may have a cost increase if there's a kind of affinity... boots of striding and springing changing into a hat for instance. But that's about it.

As long as you're not allowing a ring of true strike for the usual 2,000gp people come up with, you're okay.

That is exactly why I specified numbers 1 & 2. I'm specifically questionning about those things, since a ring of continuous truestrike...


I'm alright with those and custom magic items, but I'd need some time outside of the game to sit down and think about the balance and price. It's something I've always had trouble with so I work with my player to figure something out. Plus, I like having the added perspective of the player when pricing these kinds of magic items.

But yeah, no problem.


Anguish wrote:

I try very hard to be flexible and say "yes" when a player asks for something, as long as that something won't break the game. So in both your cases, yes, I allow those. Generally changing slot may have a cost increase if there's a kind of affinity... boots of striding and springing changing into a hat for instance. But that's about it.

As long as you're not allowing a ring of true strike for the usual 2,000gp people come up with, you're okay.

Which Ring?

a. Standard action command word, at will use (infinite charges)?
b. One true strike ever ring? (so it discharges after first use)
c. Free action command word, at will use (infinite charges)?
d. Standard action command word, (5/day)?
e. free action command word, (5/day)?
f. free action command word, (50/charges)?
g. Standard action command word, (50/charges)?

See, there are a phrethla of options and a myriad of ways it can be made.
Most people assume c.


Starbuck_II wrote:
Anguish wrote:

I try very hard to be flexible and say "yes" when a player asks for something, as long as that something won't break the game. So in both your cases, yes, I allow those. Generally changing slot may have a cost increase if there's a kind of affinity... boots of striding and springing changing into a hat for instance. But that's about it.

As long as you're not allowing a ring of true strike for the usual 2,000gp people come up with, you're okay.

Which Ring?

a. Standard action command word, at will use (infinite charges)?
b. One true strike ever ring? (so it discharges after first use)
c. Free action command word, at will use (infinite charges)?
d. Standard action command word, (5/day)?
e. free action command word, (5/day)?
f. free action command word, (50/charges)?
g. Standard action command word, (50/charges)?

See, there are a phrethla of options and a myriad of ways it can be made.
Most people assume c.

Constant Effect Truestrike is the big problem. I have absolutely zero problems with a command word Ring of Truestrike as you're using a standard action to activate, and then attacking next round with the first attack at +20, and all other attacks at normal bonuses.

If the person really wants to attack only every other round, that's fine by me. It just means my monsters last longer.


williamoak wrote:

Now, I know there is a lot of pushback from GMs against the creation of custom items. They can be hard to balance, hard to price, and can really be a headache.

But, there are a number of "custom" items that I find dont quite fit that definition. It involves mainly 2 things:

1) Changing a pre-existing item's slot
2) Combining 2 items on a same slot (*1.5 to the price of the cheapest item)

Now, I accept this pretty universally in my games. It doesnt radically add any new mechanics (all old items) and it allows the player to have access to more than just the wondrous items of the "big six" (IE, cloak of resist, ring of protection, amulet of natural armor) or in certain cases "essential" (amulet of mighty fists for example). I generally allow it. But I havent had many GMs yet, so I was wondering what other people's stance on this was.

I have both made as a player and as a GM allowed players to make custom items. It didn't upset the balance of any games I have been in. Some things probably shouldn't be allowed, but it just requires a bit of forethought.


I tend to allow very powerful items to fall in to PC hands (like ring of spell storing with 30 levels and no caster requirement to use) so if my PC's want to craft things it usually isn't a huge deal. I let pretty much anything fly as far as slots and stacking (I'm not a fan of the pathfinder change to limit stat items to only two slots.) I also will let my players be as creative as they want with crafting but I make the only (read first and last) call on pricing unique items that don't have published equivalents.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
williamoak wrote:

Now, I know there is a lot of pushback from GMs against the creation of custom items. They can be hard to balance, hard to price, and can really be a headache.

But, there are a number of "custom" items that I find dont quite fit that definition. It involves mainly 2 things:

1) Changing a pre-existing item's slot
2) Combining 2 items on a same slot (*1.5 to the price of the cheapest item)

Now, I accept this pretty universally in my games. It doesnt radically add any new mechanics (all old items) and it allows the player to have access to more than just the wondrous items of the "big six" (IE, cloak of resist, ring of protection, amulet of natural armor) or in certain cases "essential" (amulet of mighty fists for example). I generally allow it. But I havent had many GMs yet, so I was wondering what other people's stance on this was.

I answer for each on a case by case basis.

1. I'm very leery of changing a slot for an item. The slot for magic items is not a trivial concern as part of game balance is constraining you to make choices. and certain slots do have given affinities as for what type of magic item they should be.

2. The real biggie. as I've said before every item that's being made in my games requires that the character research or obtain a formula to do so. If the combination of the two items results in something far more powerful than a simple addition of A+B, that price is going to go up significantly, or the item won't be allowed period.


williamoak wrote:

Now, I know there is a lot of pushback from GMs against the creation of custom items. They can be hard to balance, hard to price, and can really be a headache.

But, there are a number of "custom" items that I find dont quite fit that definition. It involves mainly 2 things:

1) Changing a pre-existing item's slot
2) Combining 2 items on a same slot (*1.5 to the price of the cheapest item)

Now, I accept this pretty universally in my games. It doesnt radically add any new mechanics (all old items) and it allows the player to have access to more than just the wondrous items of the "big six" (IE, cloak of resist, ring of protection, amulet of natural armor) or in certain cases "essential" (amulet of mighty fists for example). I generally allow it. But I havent had many GMs yet, so I was wondering what other people's stance on this was.

i have no problems with either. it could be a belt of strength or eyeglasses of strength. i don't care.

the slot restrictions of an item do nothing to balance casters, and everything to nerf martials.


I have no problem with combining magic items (cloak of resistance + muleback cords for example). And I have little problem with changing slots but I would want to have a say in which slot it becomes.

Eyeglasses of strength and boots of minute seeing would seem strange to me. A headband of minute seeing and armbands of strength on the other hand would be ok.

The rough outline I see is: mental stuff and senses for the slots at the head (helmet, headband, lenses, ear rings) and physical stuff for the slots around the body (all the others except rings).
Rings are not wondrous items and are better kept separate.


LazarX wrote:

...

1. I'm very leery of changing a slot for an item. The slot for magic items is not a trivial concern as part of game balance is constraining you to make choices. and certain slots do have given affinities as for what type of magic item they should be.

...

This.

Combining items I don't consider a big deal (though I think the price set should be a little more painful than what the book says).

Changing slots sometimes can be. Depending upon the player and what he wants to do, it could be a big problem.
I recently saw a cleric that had spread out the belt, headband, and back magic items to get some big bonuses to both combat and casting for much less than expected. He was a better caster than the specialized (and well built) wizard and a better combatant that the martial characters.
I would not have allowed it in my game.


Reslotting can be a balance issue because you could end up with the total effect more cheaply than if you were forced to buy another item. Someone spreading out ability increasing items over multiple items instead of just one can save them a lot of money.

But, as a general rule I have no problem with players combining multiple items into 1 slot for the 1.5 times price increase.

Certain slots there are items you just can't do without. Any decently smart player knows he shouldn't be wondering around without a Cloak of Resistance, but that means he's never going to have any other type of cloak. Unless you let him combine something else onto it. As long you keep pretty close to WBL, I think the increased price to effectively combine two items into one is suitable enough.


Claxon wrote:

...

Certain slots there are items you just can't do without. Any decently smart player knows he shouldn't be wondering around without a Cloak of Resistance, but that means he's never going to have any other type of cloak. ...

Certain rare builds can get away from it. Many/some paladin or monk builds have such great saves, that they really don't need the cloak of resistance. Or relying on a plentitude of hero point re-rolls makes it less necessary.

But in general, I'd say most characters should have one.

Kydeem de'Morcaine wrote:
LazarX wrote:

...

1. I'm very leery of changing a slot for an item. The slot for magic items is not a trivial concern as part of game balance is constraining you to make choices. and certain slots do have given affinities as for what type of magic item they should be.

...

This.

Combining items I don't consider a big deal (though I think the price set should be a little more painful than what the book says).

Changing slots sometimes can be. Depending upon the player and what he wants to do, it could be a big problem.
I recently saw a cleric that had spread out the belt, headband, and back magic items to get some big bonuses to both combat and casting for much less than expected. He was a better caster than the specialized (and well built) wizard and a better combatant that the martial characters.
I would not have allowed it in my game.

I should expand on this a bit. If the player (that I trust) is doing it just for personality, body shape, or RP reasons and not to 'get more' bonus, I would allow it.

I had a player whose character had a huge afro and didn't want it messed up with a Headband of Alluring Charisma. So he made a Gold Tooth of Alluring Charisma. No problem.
Guy was playing a wacked race that had 4 arms, 2 heads, and spikes all over it's back. We couldn't see any realistic way he could wear a cloak or robe. So he had Suspenders of Resistance. No problem.
Things like that were ok.
But the guy that wanted armbands of dexterity, boots of strength, and a belt of constitution? I don't think so.


Everyone knows its gloves of DEX, belt of strength, and jock of con. Duh.


Kydeem de'Morcaine wrote:
Claxon wrote:

...

Certain slots there are items you just can't do without. Any decently smart player knows he shouldn't be wondering around without a Cloak of Resistance, but that means he's never going to have any other type of cloak. ...

Certain rare builds can get away from it. Many/some paladin or monk builds have such great saves, that they really don't need the cloak of resistance. Or relying on a plentitude of hero point re-rolls makes it less necessary.

But in general, I'd say most characters should have one.

You seem to understand my point, I was just making a general statement. Being a very wise player means you know when you can break the general rules.

Of course there are character builds that don't absolutely need a cloak of resistance, but even when playing a Paladin or a Superstitious Barbarian I still usually opt for the save bonus because failing a save usually sucks really hard and I like the extra protection. But it's nice to have the option to combine a Cloak of the Mountebank and a Cloak of Resistance into a single item.

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