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Well, just read through the 1.1 version and must say that the turn undead variant is great. The only problem comes to evil players. Im right now running an evil party and since evil often beats up evil, it happens from time to time that the PCs encounter undeads. The problem with pathfinders variant of turn undead is that and evil player actually starts healing the opponents monsters and the evil player has no way of putting the undeads in awe (the good cleric allways have the running away bit). This must be changed in some way, without complicating the rules to much.


Magic items are rarely created in my game, because of 4 limiting factors.
1. Players dont have the ammount of cash needed. If they start looting for X masterwork swords and such, the prices in the selling city drops dramatically and thieves begin to pinpoints the players as rich (Remember, the NPCs are not stupid). So my players try not to flash their wealth around (and selling X +1 swords would do exactly that) because they know there is allways a master thief around the corner. Right now Im running an APL 10 game and I think the richest character has about 15000 gold (and the other ones have a lot less).
2. All players gain the same ammount of exp. That way, a player allways lags behind if he tries to create a lot of magical items.
3. I run a rather low magical item campaign. With lesser items, each is treasured more. Well, they can allways find a "trap with metal balls and sell it for millions of gold" but the problem is that these balls cause logistics problems and my players know that after the first 2 trips collecting above mentioned metal balls, someone will probably have followed them or maybe even a new dangerous monster has taken up residence in the building.
4. My players spend cash on other things. One is starting a band of mercenarys (that will generate more income, but the net result is about the same) and another one has actually bought shares in a trading company.

So, about magic item creation is broken. Yes, I do agree with you there, but in a totally other way.
1. In my campaign anyone can create a magical item, not just the spellcasters. Who hasnt heard about the great dwarven smith who, without any lvl in spellcasting classes, created the mythical axe? The only thing you need to have spellcasting classes for in my campaign is the magical items that actually casts spells. In my campaign, the limiting factor is also that the characters have to craft their item (with a DC set up by me), they cant just get an already crafted item from someone else.
2. The price lvl of an item is a bit hard to calculate. I often have to do them on the fly, since my characters allways want to make their "special" item. "Magic item compendium" has a great list that has helped a lot, although I would love to see a better one in pathfinder.