| Niztael |
I'm seeking constructive help on polishing the combination of homebrew rules I plan to use on an upcoming campaign that is still a ways off. If you flat out just don't like the idea, I completely understand, so please no need to tell me. You may still feel the need so enjoy.
I'll be using a set of basic feats everyone has access to, basically the trade off feats that replace attack with another bonus and Spheres of Power as the magic system. I'm not looking to completely eradicate magic items in the game but I would like to mitigate the straight "+" items that usually float around and seem less than magical. That idea will mostly be replaced by some master crafting rules I'm lifting from a 3.5 supplement for "The Black Company". I want to multiply the items that have a "+" value but I can't decide if 5 or 10 would be adequate. Money will also not be overly abundant but I'm suspecting high level characters will eventually want to create.
The rules for item creation won't require feats but a mix of research and the Pathfinder Unchained rules for dynamic crafting. It will be gritty but not E6. I know CR and WBL are considered staples by many but I'm not aiming for the current style of play. I'm also up to discuss other elements and any help is much appreciated.