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Welcome to the penultimate stage of the playtest for the Pathfinder Roleplaying Game. We have now wrapped up the first twelve stages of the playtest, which took a look at the Ability Scores, Races, Skills, Feats, Prestige Classes Equipment, Combat, Spells, Additional Rules, High Level Play, and all of the base classes. Over the next two weeks I would like to take a look at magic items, including the item creation rules, cursed item rules, artifact rules, and the intelligent item rules. These rules are included in Chapter 15 of the Beta, as well as the magic items in the Beta Web Enhancement (which can be downloaded along with the Beta files) and the Magic Item Addendum (which is located here). As a general note, if the rules would not be placed in this chapter, then it should probably be placed into the correct playtest forum. When discussing topics in this playtest, start your thread title out with the general topic, followed by the issue you want to discuss. For example, if you wanted to talk about the a specific the animated shield armor enhancement, your thread subject might read: Animated Shields: Are they Broken?
Here are a few thoughts to kick off the discussion.
- Which magic items are too good for their price? Which ones are not good enough?
- Are there any magic items that cause a game or character to break?
- Do the changes to the cursed item rules make you more or less likely to use a cursed item in your game?
- Are intelligent items simpler to design? Are they evocative of what you think an intelligent item should be?
- Do the revised item creation rules make item creation a more attractive option for PCs? Do they make them too attractive?
This is the second to last playtest. In two weeks we will be opening up a free-for all forum before we wrap up the playtest. The previous playtests have all been very useful and I look forward to seeing the results of this playtest.
Jason Bulmahn
Lead Designer
Paizo Publishing
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To answer your questions ...
- Which magic items are too good for their price? Which ones are not good enough?
TOO GOOD: Heward's Handy Haversack (everyone has one). I'd suggest changing it to finding any wanted item with a DC 10 Dex check.
- Do the changes to the cursed item rules make you more or less likely to use a cursed item in your game?
Yes! Nicely done! And item creation characters in our game are likely to accidentally make a few cursed items by accident.
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Eric Tillemans |
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- Do the changes to the cursed item rules make you more or less likely to use a cursed item in your game?
I like the changes to cursed items, good job!
- Are intelligent items simpler to design? Are they evocative of what you think an intelligent item should be?
The intelligent item design is much better than 3.5 and I do like that they can use their abilities on their turn instead of the owners. However, I am a bit concerned about the pricing on the 'senses' - especially combined with Darkvision and Blindsense. Also, I'm a bit worried about 'at will' casting of 4th to 7th level spells even at the hefty price tag.
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- Do the changes to the cursed item rules make you more or less likely to use a cursed item in your game?
I like the changes to cursed items, good job!
- Are intelligent items simpler to design? Are they evocative of what you think an intelligent item should be?
The intelligent item design is much better than 3.5 and I do like that they can use their abilities on their turn instead of the owners. However, I am a bit concerned about the pricing on the 'senses' - especially combined with Darkvision and Blindsense. Also, I'm a bit worried about 'at will' casting of 4th to 7th level spells even at the hefty price tag.
Agreed on both accounts. As a sadist... er, strict DM, I've always liked cursed items, but never as much as after seeing the changes (and how they're accidentally created) in the PF rules! So, yes, I'm even more likely than ever before to use cursed items in my games.
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Activation method (mental, command word, shotgun pumping action, etc.), as well as activation time (swift, free, standard, immediate), should be listed in the magic item entry.
Ring of chameleon: please drop the free action bit and make it continuous, as activating each round is pointless... the free action bit should apply only to the disguise self portion...
Goggles of Night: always thought they were a bit overpriced (12,000gp for darkvision... a little steep...)
Boots of Striding and Springing: nothing to complain about in terms of pricing, but the "enhancement bonus" to land speed always bugged me, especially since there are so few items affecting land speed. It's a must for halflings, dwarves and gnomes, and unless other land speed boosting items exist, shouldn't this be a straight, unnamed "bonus" to land speed? this way expeditious retreat could be stacked upon it. Also, the jumping bonus isn't stackable with a ring of jumping as well... (jumping is fun! make it stack! :) )
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Jason,
In order to help with the playtest, can you post a list of the major differences between PRPG magic items and 3.5 magic items?
Most of my two gaming groups use the Magic Item Compendium at this time, but if there are PRPG magic items that have gone through a major facelift, we could try these out... (or bring back some of our campaign focus towards PRPG magic items only, etc.)