Cinder Wolf

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I couldn't imagine better news for Pathfinder RPG.

That's my dog!


When I posted this, I didn't see any kind of public announcement, nor was there any discussion about it on the first page or two of any sorcerer related thread. So of course I'm going to post it.

On the other thing, at least you're aware it's bad etiquette.

My issue with it is how painful it makes it to try to read through a thread. Especially one you weren't following so must read a page or more of posts.

You're right though, I may as well relax and try to ignore it, cause I can't believe how many people on this board do it.


DracoDRUID wrote:
let the ranger choose a favored enemy when gaining the next level!

You mean retraining? I'd rather just have retraining in PRPG than specific case(s) retraining.


Pneumonica wrote:
Shisumo wrote:
Pneumonica wrote:
Shisumo wrote:
Pneumonica wrote:
Shisumo wrote:
Pneumonica wrote:
Shisumo wrote:

*sigh*


Thank god you quoted the post before yours, or else I would have been lost. Why don't they design a system of posting that would show all the posts in order?


How do we know? Context. You can also quote exactly what you are replying to, or the minimum amount necessary to get the job done.

That's why threads are designed the way they are, it's not email. Like your original reply to the OP only needed to quote the last sentence, not the entire post.

I didn't intend to derail this thread, I apologize.


What is the deal with people quoting entire posts to respond to them in the following post?


Interesting idea, but the amount of sessions should probably be a static number. Just like it takes an average of 13 encounters to gain a level regardless of level, it should be a static number of sessions.

Besides it would start to take far too long to gain a level. What, 15 sessions to get from 6th level to 8th? That's a long time. It would be about the same amount of time to get from 1st to 5th level. It doesn't seem bad at the low end, but past midlevels it's way too long.


If you're truly going to determine that such an item is epic... then you need to also multiply the final cost by 10.


The last campaign I ran, the PC's got a level after each of the first 4 sessions. I wanted to get off to a fast start, without starting at a higher level. After that it was a level after every other session. Generally 4 hour sessions.

Whatever the PC's wanted to spend their time doing, didn't much matter to me. They still got a level for it.

If you played every weekend you'd be hitting 15th in 6 months, which is about right for me to end a campaign. Level-wise and in amount of time played.


Crafting magic items is not intended to be a for profit venture.

Characters of a given level are assumed to have a certain amount of wealth. Obviously this isn't a static value, nor is it supposed to be exact. While being over or under by some percent isn't that big of a deal, being off by a large degree can easily be game breaking. This is more evident with inexperienced DM's and/or running a module as written.

The ability to craft items at 1/2 the market value is a more than respectable benefit. It's even better when you remove XP costs, like Pathfinder is doing and which is how I've always done it. Don't forget the secondary benefit of being able to create what you want and not having to rely on found treasure or being able to purchase/commission what you want (in other words the whim of the dice or DM).

Players should not have the means to set up shop and print money.


1) Pricing magic items is an art, not a science. There are no rules for pricing newly created items, there are only guidelines.

2) The first method for pricing a magic item should be to compare it to existing items and price by relative power.

Multiple Similar Abilities: This category only applies to abilities that require an action to activate, and that are basically mutually exclusive (using A means you cannot use B or C this round). It should also probably be true that MSA's should draw on the same pool of finite resources. If an item could cast CLW 3/day, CSW 2/day, and heal 1/day, those would be different abilities, not similar. If however the item had 5 charges/day and those spells cost 1/3/5 respectively, then they could be considered "multiple similar abilities".

The only core rules example of this form of pricing is in Staff's. It does not apply to constant powers, or abilities that could be used at the same time. To be honest, it's best to leave this to Staff's. Trying to apply this to any other magic item will probably only cause problems.

To extend from #2 above, before you try to price an item, you should separate each ability an item has and price them separately. As if each ability were it's own item. Then to determine the final price, act as if you were starting with the most expensive ability (as a unique item) and adding the other abilities like you were adding to an existing item, so each additional ability costs 50% more than usual.

If you want a more specific answer, then define this belt that you are (hypothetically) making. It's probably safe to assume that no belt will have "multiple similar abilities".


Why do Pathfinder Wizards get infinite use of cantrips but Sorcerers do not? To begin with it seems backwards, but I'd expected it to be the same for the sorcerer as the wizard. Was it an oversight?


It makes a condition where you basically get 1 charge/day of normal use, so the fact that you can save them up and drop all 10 in one day seems overpowered by comparison. Either they recharge too slowly or hold too many charges, and it's difficult to tell which.

Is it even worth the benefit of trading you're highest level slot for one charge from your favorite staff? Odds aren't good that it will be of equal benefit. In most cases it will be of less benefit, but the worst case scenario is trading up to effectively get more benefit out of that one slot per day. Either way is a balance issue, and I'm not sure it can be solved with this kind of recharging.