Looking for New Ways to Grant Magic Items


Pathfinder First Edition General Discussion

RPG Superstar 2013 Top 32

I'm DM'ing a group with a paladin who is not motivated by treasure. She refuses to loot the dead, and if someone were to offer her a magic item as a quest reward, I'm not sure she'd take it. In her character's ethos, the pursuit of material wealth is... Well, not quite a sin. More like vanity. She'd feel that if she took the item as a reward then the reward was the motivation, and she didn't actually perform her god's will. But I wouldn't call it a vow of poverty, because she's perfectly fine with wearing the armor she started wtih, and using weapons, and she keeps enough gold to live on. Through RP I have given her a magic sword that will increase in power with her (it contains the soul of a paladin NPC comrade she had to kill because he was possessed by a parasitic aberration, and acquiring it involved an emailed story about going into the afterworld to try to rescue him).

So, basically, I'm looking for suggestions. I'm looking for a way to set her up in some better armor, and the methods I know to do so are unlikely to work. Loot from a monster is out. Saying, "Do this job for me and I'll give you this magic armor" is also out. Crafting is out. Purchasing is out.

What are some ways you can think of to get her a nice suit of armor?

Dark Archive

Pathfinder Roleplaying Game Superscriber

Let her church hear of her deeds, threw her god or what have you. They can then offer her magic items. If she balks at it, have them explain that with better gear she could do more good works. So she is not taking them for herself but for her god so she can keep doing good deeds in their name, as her god wishes. Or something to that effect.


I had a paly that did something similar and due to his faith the church provided them with "Holy relics".

It was fun figuring out what spells clerics could cast to enchant the items.

Scarab Sages

You could also give her items that are actually abilites instead. Like a belt of +2 Str, she gets a vision and her god thanks her and gives her a belt. When she wakes up she has not belt but has the +2 Str.
I understand the role playing aspect but there comes a time you need better stuff to be effective, it's how the game is built. At some point she'll need better stuff or she'll die and become a hindrance to the party.
I like what you did with the sword. More items should be like that. I've used a similar mechanic in the past.


And of course there's always the divine quest. "Your deity has determined that to succeed in this quest, a quest clearly more important than your life, you must have this equipment - (suitably decorated with symbols of her deity). Take them, use them for our god's glory and honor! What you refuse. Heretic! Outcast! Begone from our church, and never darken our door again" - Atonement follows.

Rewards may not work, but avoiding giving insult nearly always works. Another method is for her to receive it as a gift of gratitude. Not a reward, a gift. "You refuse my gift. So I remain in your debt, and I am diminished, and judged, by your arrogance. Beware, for pride is a deadly sin every bit as much as greed!"

You can almost always turn it around on them.

Last idea - if it's only one suit, not general magic items, is the dying paladin request. She finds someone who is beyond recovery - (abyssal poison, whatever). He tells her that he had a vow that the last sight XXX the misc demon would see was the sun on his breastplate (sub correct symbol here). Please, with his dying request, do not allow him to die forsworn. He could never face their mutual deity under such circumstances. And yes, if she refuses, she will learn in prayer that he has been refused his 'heaven', and instead has been turned away. At that point, she should be considering atonement again, depending on how strict you are with paladin's alignment.


I've always been a fan of legacy weapon idea (apparently) - the sword you wield over time gains abilities of its own. The worn belt pouch that your gran gave you has deeper pockets than before. After being dealt a blow by a rogue, the armor gains fortification. Things like that.


If nothing else, celestial messengers from the paladin's god or other related LG celestial powers, can appear and declare this paladin their "chosen one" and task her with vanquishing certain evil, and "to further your just cause and to ensure your triumph over evil, the heavens bequeath this boon up you".

It's cliche, but it works. At least once or twice before it gets old.

Me, I wouldn't bother. I would take this player aside and have a chat, DM to player, about the game mechanics and the expectations built intot he character advancement system, and the expectations built into the CR system, and point out that while her choices are wonderful roleplaying, they are actually destructive to game balance. Then we will work out, together, how her paladin's viewpoint on material growth can evolve to something more compatible with the system mechanics and how I, as the DM, can facilitate rewards that she as both player and paladin (both in/out of game) can accept.

Yes, that means I'll meet her halfway, and not just expect her to loot magic items off of corpses like everyone else does, but she needs to meet me halfway and provide in-character methods for rewards that she will accept.

I've never yet had a player who couldn't listen to reason or who couldn't fashion/evolve a character into something that fit within the game mechanics.


Lilith wrote:
I've always been a fan of legacy weapon idea (apparently) - the sword you wield over time gains abilities of its own. The worn belt pouch that your gran gave you has deeper pockets than before. After being dealt a blow by a rogue, the armor gains fortification. Things like that.

I second this idea.

The magical sword gains power because it is infused with the essence of her god!

As a side effect, this sword doesn't work the same for anyone else.

Also, as a crusader for her church, she may be given/gifted the armor of St. Athena, who wore it in her battles with the demon Makeupaname, a vile creature she was able to banish with the Holy Mace of Retribution and Rainbows (which was, sadly, lost somewhere in the Mountains) . . . .


DM_Blake wrote:
Stuff about meeting players halfway

Heck, my DM did this with my wizard just this week.

In that campaign, my wizard is far behind the wealth curve because he only takes items he needs, and he doesn't need much. I play him almost like a logical vulcan (INT 23). He's very practical. If we find a ring of protection, then the other 4 group members who get hit far more often should get it. Etc.

The DM tried adding stuff for him, like a necklace of fireballs (my wizard has no use for evocation and would prefer to give that to a group member who needs an AE attack for emergencies). He put in a Staff of Fire (also evocation, and my wizard doesn't have any of the spells known to even be able to recharge the staff, nor is he logically certain giving up spell slots to recharge it is justified for its limited use). Etc.

So he pulled me aside and asked me what my motivations are, and what kinds of rewards fit into those motivations. So I gave him a typed up full-page of text with my motivations and attitudes about magic items, including a wish-list of the 10-15 items I'd like to see, and another 10-15 items I would be interested in but would not take them against another PC who needs them more than I do.

So now he's set with a list of specific rewards as well as general ideas from which he can figure out his own surprises for me if he wants to.

I always prefer to remember, both as a player and as the DM, that we're all working together to tell a collaborative story, so cooperation is the best approach.


Just add some <insert god here> imprinted items in the horde, and when the paly sees them he is overcome by a feeling of his god's power in the item.


Personally, I really do like the idea of visions. Gifts for service also work well. A mentor to her could pass away and leave her with a gift, her personal suit of armor, or her church is looking for a new champion worthy of it. It is on display and useless to the people, but it strikes away all those who are unworth.

Or it could be a cursed suit, perhaps trapping the souls of previous wearers inside. The only way to break the curse is to wear it valiantly, while it slowly tries to tempt you to evil. Not wearing the armor would be letting those trapped inside suffer the curse eternally. How could you call yourself a Paladin if you allowed that.

RPG Superstar 2013 Top 32

Lilith wrote:
I've always been a fan of legacy weapon idea (apparently) - the sword you wield over time gains abilities of its own.

As am I. The sword she wields now is getting more powerful with her. I've got the level progression statted out. Her paladin NPC was named Koldok (stupid name, I know, but he was one of those NPCs I never expected to reuse and the party kind of adopted him). She got the sword at level 4, and they just made 9th level. Here is the progression as her level goes up:

4 +1
5
6 Aberration Bane
7 (Feeling of guidance when fighting aberrations)
8 +2
9 (Wielder and target sense luminous image of Koldok fighting alongside wielder)
10 Holy
11 (Spirit of Koldok can communicate empathically with wielder)
12 +3
13 (Spirit of Koldok can communicate telepathically with wielder)
14 Ghost Touch (I might change that to keen)
15 (Image of Koldok can deflect an attack on the wielder 1/encounter)
16 +4
17
18 Merciful
19
20 +5

I had thought about ghostly-image powers for the other levels but I really have a while before I need to worry about it.

Similarly, I have a half-fey bard character in the group whose back story involved an absentee father who left him a rather dull dagger with a signet seal on the pommel. One of his father's old lovers gave him a magical whetstone with a seal matching the one on the dagger, and when he sharpened the dagger on the whetstone, it released the magic inside, giving it special powers, which will grow with the PC. I haven't statted those out yet, but so far he knows it's made of a unique alloy of mithral and adamantine (a substance no earthly power has been able to mimic) and it's especially good at killing evil fey (bane weapon that cuts through DR like a paladin's smite).


Christopher Dudley wrote:
What are some ways you can think of to get her a nice suit of armor?

Not all magic item purchases have to be the "ye olde magic shope" acquisitions. If a paladin swings into town, spends 2,315gp building orphanages, the local church might reward them with a +1 longsword. After a generous tithe, the local high priest might "bless" the paladin (or his sword/armor). From a mechanical standpoint the character marks off gold, and gains gear. From a RPing standpoint, the gods and the good folk of the world are rewarding the paladin for his/her selfless actions in beating back the forces of evil.

One thought would be to have the paladin track how much he has given to good works/tithed. Use this as a bank that he can use to spend to upgrade his gear. You can keep these expenditures to things that happen in game. When he pulls his sword out from the dragon's heart, it might now have the flaming property; after warding off a brutal series of blows, his shield might be tougher.

One thing that always bothered me about D&D is that gear is required and disposable. Just because you used your faithful sword for years and did great deeds with it will not save it from being tossed aside when you find something with better plusses. I like the concept of "Weapons of legacy" (stuff grows with you) but my experience of it game left me looking for other options


I'd go with that, or they could be bequeathed items by other heroes who have heard of their selflessness.


I say have her church give her a set of magic items and tell het to go forth and do X, where X is the next plot hook. She is compelled to take the items, and is ordered to go use it for the greater good!

Contributor

This is pretty easy. The paladin works for a church or temple. At some temple of her god that she visits, one frail elderly nun comes up to her and says, "A long while ago my friend Righteous Paladin *insert-name-here* went to her eternal reward. Her last wish was that her *armor/shield/enchanted belt/celestial nosering/whatever* would be born by another who righteously served *insert name of relevant divinity*. I have heard of your recent deeds and believe you are such a person, and while I know humility demands that you refuse, I vowed to my friend that I would see her last wish fulfilled, but I am now an old woman and I fear that when I die, the abbess will not honor my vow and will instead hock this *armor/shield/enchanted belt/celestial nosering/whatever* to buy ostentatious new thuribles we don't need and a blinged-out wimple. Please?"

There's then an opposed Diplomacy check, and if the paladin succeeds and decides to blow the old nun off, next time she comes back in the city, there's a situation: The old nun has died and the abbess has indeed hocked the *armor/shield/enchanted belt/celestial nosering/whatever* to the pawnbroker, bought kitschy thuribles for the temple and a truly ostentatious headdress for herself, and the old nun has come back as an angry ghost who's wrecking the pawnbroker's shop. Worse, the pawnbroker has hired a necromancer to clear up the matter and the necromancer has determined that the *armor/shield/enchanted belt/celestial nosering/whatever* is the cause of the haunting and the pawnbroker is now suing the paladin's temple for hocking a haunted item and damages to his shop. Meanwhile, the abbess is claiming she doesn't know what any of this is about all the while wearing her tacky new headdress because the temple spent all the money she got from the pawnbroker.

Once the paladin is wearing the *armor/shield/enchanted belt/celestial nosering/whatever*, the old nun's ghost will be somewhat mollified, her vow finally fulfilled, though the lawsuit between the pawnbroker and the temple will be another matter and the paladin may have to actually loot a few bodies to get enough swag to pay off the pawnbroker because the haunting of his shop is indeed her temple's fault and they're liable for all damages, not to mention the lawyers fees.


While I appreciate the consistency in RP, it sounds like she's stabbing herself in the foot. D&D/PF is a resource-necessary game. Characters need better gear to fight more dangerous monsters; success is not built on hp and BAB alone.

Depending on the god she worships, you could have her sit down with a higher-ranking member of her church, one that has concerns of her misplaced zeal. She's a paladin, not a cleric. Her responsibility is to be prepared and ready to fight the enemies of the faith, not to be a humble wandering friar. As a paladin, it is her duty to bear the sword of righteousness, and to hold firm with the shield of faith. Said sword and shield must be tempered to match the fury of the forces of evil. A set of rusting chainmail and a wooden shield are not sufficient. She MUST, for the good of the faithful, take up those arms most appropriate for the fight in front of her.

Wow. That was a little too much like a sermon. Sorry, all.


There is a character in a game I am in who follows a code, they 'sacrificed' a large sum of treasure to their deity, and dedicated their weapon to said deity, and it became magical as a result. Of course the cost was appropriate to the gain ... but it worked for all concerned.

Liberty's Edge

Dabbler wrote:
There is a character in a game I am in who follows a code, they 'sacrificed' a large sum of treasure to their deity, and dedicated their weapon to said deity, and it became magical as a result. Of course the cost was appropriate to the gain ... but it worked for all concerned.

Pretty much exactly what I was going to say.

The paladin donates gold to her church, and is blessed by her god in the form of improvements to her armor/sword/holy symbol/etc.
The fighter spends gold at the wizard's smithy, and purchases improvements to his armor/sword/codpiece/etc.

Same mechanical procedure, different RP. Works out for everyone.

Also, instead of foisting items on the non-materialistic paladin, think in other ways. Depnding on the god, you could replace some items with tattoos or painted sigils on the paladin's skin or armor. Instead of a headband of charisma, how about a priest paints a small holy symbol on her brow. Same mechanical effect. A belt of strength could be a set of prayer beads that hang off her sword belt.

I think what this player wants to avoid is having a PC that looks like a Christmas tree, since it wouldn't match the flavor of the character. There are many many ways to satisfy that.

Liberty's Edge

Necroluth wrote:
As a paladin, it is her duty to bear the sword of righteousness, and to hold firm with the shield of faith. Said sword and shield must be tempered to match the fury of the forces of evil. A set of rusting chainmail and a wooden shield are not sufficient. She MUST, for the good of the faithful, take up those arms most appropriate for the fight in front of her.

I would also avoid this approach. You don't want to tell the player that she is playing her character wrong. She has put some effort into being something more than a mindless drone PC or a dime-a-dozen Lawful Stupid paladin - you should reward and accomodate that, not try to reverse it.

Besides, what's cooler: defeating the balor with nothing but an old sword, rusted chainmail, and an unwavering faith in Good and Justice...or defeating the balor with level-appropriate gear that the GM insisted you buy?

RPG Superstar 2013 Top 32

Great ideas, all. Thanks! I'll throw those ideas around a while, and see what I come up with.

RPG Superstar 2013 Top 32

Necroluth wrote:
While I appreciate the consistency in RP, it sounds like she's stabbing herself in the foot. D&D/PF is a resource-necessary game. Characters need better gear to fight more dangerous monsters; success is not built on hp and BAB alone.

She's not opposed to getting and using gear, she just doesn't want to have to take it off someone she killed.


Christopher Dudley wrote:
Necroluth wrote:
While I appreciate the consistency in RP, it sounds like she's stabbing herself in the foot. D&D/PF is a resource-necessary game. Characters need better gear to fight more dangerous monsters; success is not built on hp and BAB alone.
She's not opposed to getting and using gear, she just doesn't want to have to take it off someone she killed.

What happened to 'Mine by right of conquest'?


Christopher Dudley wrote:
Necroluth wrote:
While I appreciate the consistency in RP, it sounds like she's stabbing herself in the foot. D&D/PF is a resource-necessary game. Characters need better gear to fight more dangerous monsters; success is not built on hp and BAB alone.
She's not opposed to getting and using gear, she just doesn't want to have to take it off someone she killed.

Several possibilities then:

1) Perhaps she has taken a vow to never loot the dead. Give her a reward to match this idea. Her deity responds well to this point of exceptional piety and rewards her for her faith from time to time. The ideas above work well.

2) Have a senior cleric or other divine agent learn of this. Then take the character aside and tell her that there is nothing in the scripture against looting the dead, so long as some dignity is preserved. A cleric of the god of death might also say this to her to reinforce the point.

3) God wants them to use what they find, for wealth is only useful to the living to further his works, and furthermore if the body isn't looted then the magic is left behind for others less responsible to claim and use for nefarious purposes. By claiming those items, the paladin is preventing other evildoers from potentially profiting from the paladin's work.

4) Nasty scenario, not recommended. Let her get into a fight where she gets seriously hammered but other PCs and NPCs with superior gear do not. After a few of these, then try option 2 above or option 3. Near-death experiences can be real eye-openers.


Dabbler wrote:


What happened to 'Mine by right of conquest'?

IIRC, in older versions, Pally's were barred from looting the dead, and I remember it being a truism that if you had an LG pally, you needed a CN Rogue to loot stuff for you.

Also, depending on the culture, looting bodies can be seen as dishonorable, or just unclean/Impure. In game terms, the Rokugan setting has mechanical effects (loss of honor, spellcasting etc) related to looting bodies. Again, cue Rogue buddy :)

Scarab Sages

The next time the paladin stops by his home temple, the high priest takes him aside and says "It has come my time to once again perform the 'Rite of Byaugmentus'. I need your help in this ritual. Your part is simple. I need you to wear my vestment robe and pray at the alter for a continuous twenty four hours while fasting. During that time, I must show my devotion by performing all the duties of the church that I am capable of. From the lowly cleaning of your armor as an acolyte to expressing the full power of the leader of this temple."

The paladin is stripped and wears simple robes while praying.
The priest gets "Rapid Craft" for 24 hours. During this time, the priest cleans the armor and clothes, and proves his worthiness to "level" by enchanting the armor to the best of his abilities. The priest can even attempt to stretch himself, going beyond his CL abilities with the appropriate DC penalties. And since the priest has all the paladin's possessions at this time, other items can be enchanted as well. Boots of Flying or Boots of Speed are both worthy tools for a paladin.

This rite may only be performed by the high priest at the time of leveling, and for only one "chosen" paladin of the church. It is a test for the priest. Did he prepare enough of the right spells? Does he take a chance and attempt to stretch, going beyond his abilities? Did he buy up appropriate mage scrolls in the days before the ceremony? Does he make his UMD checks with the scrolls?

The rite would be rare enough that someone in the celestial chain of command would be watching over the test. Are they impressed? Do they add silent augmentations? Or do they go for the flashy entrance and pronouncements? Is the priest even judged worthy?

Since it is the priest being tested, the time table of how often the ritual happens is completely at the discretion of the DM.


you might want to try to grant the paladin some non-magical magical abilities. There was a whole thread on removing the major magic items from the game but maintaining balance, this is my favorite one of the bunch.

You could pass the paladin a few of those in lue of looted treasure as a reward from their deity for their pious persuit of justice without stooping to 'lower' means for rewards.


Christopher Dudley wrote:
I'm DM'ing a group with a paladin who is not motivated by treasure. She refuses to loot the dead, and if someone were to offer her a magic item as a quest reward, I'm not sure she'd take it. In her character's ethos, the pursuit of material wealth is... Well, not quite a sin. More like vanity.

Paladins who go into battle with substandard weapons and armor are not only subverting their abilities to carry out their deities will but they are putting their traveling companions at risk.

Equipping yourself appropriately for your job is not vanity, it is common sense.

For example: If she fights a werewolf and is not able to kill it before it kills an innocent or comrade, but she has had numerous chances to get a silver weapon but it was 'vain' to do so, she is partly at fault for the victims plight.

Taking rewards is only pursuing material wealth if the character only did the task so they can get the item. If she did the task because it was the right thing to do then being paid for her work is just reward, not greed.

Paladins are imbued by their gods with powers to kill their enemies and detroy evil. That is a blunt and extremely abbreviated reason for the existance of Paladins but it is no less true. As holy warriors they should be equipping themselves with the best arms, armor and tools they can buy to do their gods will to the best of their abilities.

In a world that is THOUSANDS of years old where magic arms and armor are a known quantity, NOT getting better items would be vain.

If she wants to avoid vanity then have the equipment she buy be as visually plain and unassuming as possible. But to not take better tools that can make the difference in life and death not only for HER but for those she strives to save and those she travels with is ignorant and smacks of hubris.

If she does not accept the loot out of vanity then it is not vain, plain and simple. And there is nothing vain or greedy of a fair days work for a fair days pay.

I too play a warrior/priest/knightly character who is not motivated by loot, but he certainly realises that he can do more in his gods name with the proper equipment than he can without it. And that is not greed it is common sense.

the final judge of who is being vain or greedy is the character itself and what motivates it. If the player decides her Paladin did tasks solely for the rewards those tasks brought her she is vain and greedy. But if the character did it because it was right, moral and just, then refusing rewards is short sighted and rude.

How will she feel when an innocent or traveling companion dies because her 'vanity' has her lying in the mud unconcious for refusing to upgrade her armor. It is vain to think that we live in a static universe and vain to think that greater challenges do not require a warrior to use greater tools to face.

The true vanity is a Paladin beleiving they can defeat anything simply because they are one. The true humility is realising ones limits and trying to overcome them, either by faith, conviction or equipment.

There are appropriate levels of reward that she can take and it is obvious she has not been.

The simple question to ask her is: Why did you do the last mission? For the item of to fulfill your calling? Is she answers the second than she has earned the first.

Silver Crusade

Love the approach your player has taken as well as the creative ideas herein. Like the idea of a small child's token of appreciation for a deed manifesting into something more or the blessing of a high celestial.

Hope it's not a problem with the other players, but you'll have to avoid the notion that players could double-dip and adjust your treasure output (don't need others to loot the dead and ask why the pally is getting special loot and they're not...didn't they help slay Asmodeus too? also want to avoid treasure balanced for 4 actually increasing to a 5th when the pally gets another share from the priest's blessing)


To the OP:

That player should really be congratulated for going against the grain and roleplaying the character. You should also be congratulated for allowing this style of play and for being proactive in addressing this question/dilemma.

The power through sacrifice ideas mentioned above would work well. If boons, benefits, or powers were granted by his god for these acts of sacrifice and piety(assuming they don't fall from grace), one could equalize the power gap.

DM_Blake wrote:
Me, I wouldn't bother. I would take this player aside and have a chat, DM to player, about the game mechanics and the expectations built intot he character advancement system, and the expectations built into the CR system, and point out that while her choices are wonderful roleplaying, they are actually destructive to game balance.

Couldn't disagree more strongly. The fact that the player is favoring roleplaying over the system is refreshing and should be encouraged. Also, the GM shouldn't be slave to the CR, Advancement, or XP systems. In any case, the GM can always alter encounters to not slavishly follow the CR formula, thus rendering challenging encounters (or adjudicating boons to the character to normalize power (see above)) to these so called "sub powered" characters.


I_Use_Ref_Discretion wrote:


Couldn't disagree more strongly. The fact that the player is favoring roleplaying over the system is refreshing and should be encouraged. Also, the GM shouldn't be slave to the CR, Advancement, or XP systems. In any case, the GM can always alter encounters to not slavishly follow the CR formula, thus rendering challenging encounters (or adjudicating boons to the character to normalize power (see above)) to these so called "sub powered" characters.

A player who aggessively chooses roleplay that is counter to the system is exactly as disruptive to a game as a powergamer or munchkin. The issue is the difference between the players, and not the overall capability of an individual character. If one player is considerably stronger or weaker then the rest, a dm really cant adjust to compensate. As if you throw weaker monsters against this 'sub powered' character, the other normal power characters will not be threatened. If you throw normal powered enemies at the party, it creates an undue threat to the sub powered character.

A GROUP that chooses roleplay over system, is fine, and can work to the benefit all. A single player that does so is disruptive, and some measure should be taken to correct it. Now it seems to me that the player is not trying to be disruptive, and talking to them about it, and potential solutions is a great idea. In all things there is a middle ground, take either extreme and you will cause undue problems. If someone played a minotaur sorceror (with level adjustment in 3.5) with a low charisma score because he thought it would be an interesting roleplaying choice, the DM should sit down and talk to this player, becuase the character is not going to be able to contribute to and survive encounter the rest of the group finds challenging.

Roleplay nad Rollplay need to be measured and balanced against eachother. And whatever the balance, it needs to be true of the entire group.


Christopher Dudley wrote:
I'm DM'ing a group with a paladin who is not motivated by treasure.

*Reward* the role-playing

Perhaps the paladin's selfless attitude finds it's way to a retiring hero (maybe a paladin of the same order). "I've been looking for someone worthy to grant my sword/shield, I'm too old to be in the game any longer. Alas, maybe you can complete this one quest I was never able to finish..."

The suggestion of items granted by the local temple is a good one - just don't make it sound like a 'gift' or a 'reward' - make it compliment the role-playing - "Will you take up the mantle as our lord protector? We need someone of your stature. Please wear this plate mail, it is a symbol of your station"

The 'lady in the lake' approach always works as well; "only a worthy knight can heal the land - take this blade and save us all"


Look, some woman standing in a pond distributing swords is just not an ideal method of determining supreme executive authority!


Kolokotroni wrote:
The issue is the difference between the players, and not the overall capability of an individual character. If one player is considerably stronger or weaker then the rest, a dm really cant adjust to compensate.

I see the issue and I disagree that it can't be handled by the GM. Some ideas in this thread (with regard to this specific character) have already provided good solutions of how to address the supposed power disparity.

Quote:
A GROUP that chooses roleplay over system, is fine, and can work to the benefit all. A single player that does so is disruptive, and some measure should be taken to correct it.

Since the OP didn't mention this as a problem for the group, I'm going to assume it isn't a problem and that the group probably exercises a higher than normal amount of roleplaying.

Quote:
the DM should sit down and talk to this player, becuase the character is not going to be able to contribute to and survive encounter the rest of the group finds challenging.

It seems there's a huge emphasis on alternatve views on traditional gaming on these boards, so why should this one player's 'unorthodox' playstyle be quashed and not the others?


I_Use_Ref_Discretion wrote:


I see the issue and I disagree that it can't be handled by the GM. Some ideas in this thread (with regard to this specific character) have already provided good solutions of how to address the supposed power disparity.

I agree that the solution can be handled by the dm, but not simply by adjusting encounters, the power disparity needs to be fixed. I am challenging the idea that there is something wrong with talking to the player as a means to help resolve that disparity, not that there is something wrong with what the player is doing.

Quote:


Since the OP didn't mention this as a problem for the group, I'm going to assume it isn't a problem and that the group probably exercises a higher than normal amount of roleplaying.

The OP wouldnt have asked the question if he was not concerned with the behavior in the first place. That means it is disruptive. I do not presume to know how much roleplay is involved at this table, only that the roleplaying this player is doing is viewed as potentially disruptive by his dm.

Quote:


It seems there's a huge emphasis on alternatve views on traditional gaming on these boards, so why should this one player's 'unorthodox' playstyle be quashed and not the others?

I am uncertain what you mean by alternate views on traditional gaming, but talking to a player is not quashing their play style. The person you responded to, DM_Blake, was talking about a middle ground, you know compromise. That is what friends, companions, partymates, tablemates should do. And sometimes that means partially checking a kind of behavior on both sides of the dm screen. And unorthodox is fine and should be encouraged UNTILL it becomes disruptive. Just like the opposite extreme, the munchkin/powergamer, the extreme 'roleplay first' player can cause problems at the table. If and when that happens, there isnt anything wrong with the dm taking multiple steps to remedy it, both at the table and away from it.


Kolokotroni wrote:
Quote:


Since the OP didn't mention this as a problem for the group, I'm going to assume it isn't a problem and that the group probably exercises a higher than normal amount of roleplaying.
The OP wouldnt have asked the question if he was not concerned with the behavior in the first place. That means it is disruptive.

No. The OP asked a question about alternate methods of granting a PC magic items (specifically) thus the parallel point of power equality - not about group role playing levels or disruptive role playing. Secondly, the GM polling for alternate opinions and alternate methods with which to address (and facilitate) the player's roleplay style is part of his job - I don't view it as a "disruption" - it's par for the course and the hallmark of a good GM.

Quote:
The person you responded to, DM_Blake, was talking about a middle ground, you know compromise. That is what friends, companions, partymates, tablemates should do. And sometimes that means partially checking a kind of behavior on both sides of the dm screen. And unorthodox is fine and should be encouraged UNTILL it becomes disruptive.

The mere fact that a GM might feel compelled to take his player aside and offer him "corrective" alternatives assumes the problem already is clear and present - as fact. I reject this notion. The OP, as an example, is asking for opinions on how to facilitate this playstyle and make it as enjoyable for his player - not to lecture him about how "he really should play his character... you know".

RPG Superstar 2013 Top 32

Kolokotroni wrote:
Quote:


Since the OP didn't mention this as a problem for the group, I'm going to assume it isn't a problem and that the group probably exercises a higher than normal amount of roleplaying.
The OP wouldnt have asked the question if he was not concerned with the behavior in the first place. That means it is disruptive. I do not presume to know how much roleplay is involved at this table, only that the roleplaying this player is doing is viewed as potentially disruptive by his dm.

It's a fair comment, but I can say she's not being disruptive in this case. I simply consider it a challenge and am looking for some other ideas for how to meet it. I appreciate your observation that one such player would be disruptive, and I'm not sure I've had the experience to say whether that's the case or not.

I've got 7 players. Two of them are min/maxing number monkeys, four of the players are heavy role-players who know the system, and one who doesn't seem to realize that there are any rules at all. But I wouldn't say anyone is disruptive. Another one of my players isn't taking much loot, either, but he's a warlock, and not much that's in the random treasure piles has interested him. He's picked up nearly every wand and scroll, plus a cold iron shortsword, and I allowed him to buy magic armor. He's challenging as well, but not in a "how do I get him to take it?" as much as a "what will he be interested in?" kind of way. That's a thread for another day.


I would like to suggest using a wealth replacement system. There are a number of them on the boards here. The idea behind them all is the same. If you, the GM, for whatever reason wish to have players whose power is not based on their wealth, but rather from some more internal source, you use a system where they gain bonuses as they level.

My system is a point system. The idea being that their enhancement on their weapons and armor, etc. comes from being more and more awesome as they level, rather than just buying better equipment.

Here's the one I developed.

There are links to a bunch of others in the thread, so you might look around a little if you think this might work for your player.


Christopher Dudley wrote:


What are some ways you can think of to get her a nice suit of armor?

Another thought: Sunder. Have something big and nasty cut through her old armor, leaving it in shreds. Wait an encounter or two so it doesn't seem to contrived; she can bum a mage armor off the wizard, or figure out something else do do in the meantime. Then in the loot pile of a monster is a set of +x fullplate. Or wait till she returns to town and have the local temple give her a new set. At that point she NEEDS it, and turning it down would be vanity.

It's a little harsh if she has some special connection to the armor. In that case, she can have it reforged by a faithful smith, and come back from the forge with a few more plusses then it went in with.

Just don't let the party caster handwave it away with a mending or make whole spell. Perhaps the demon sword that did the damage left a sundering curse, only to be removed at the temple.

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Just have an avatar or well-known divine servant show up after an encounter and tell her to take the stuff (make a knowledge(religion) roll or something to make it feel real) and throw in a +1 moral bonus for the next 24 hours if she roleplays it up. Have fun with it!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

How about a compromise of several of the posts

1) Talk to the player, work out a way in which she feels that her PC would accept getting better gear.

2) Role play it a bit
A dream in which she get's a better (upgraded) sword (item) from a representative of her god, which is there when she awakes.
A town/village insists that she take something, so that they can express how appreciative they are to her.
If some of her gear was received from the church, perhaps it is something along the line of "Legacy Items", where they get better as she rises in levels.

Or, perhaps a combination of the first two with the last one.

RPG Superstar 2013 Top 32

Incidentally, the way I resolved this was a sort of amalgamation of a bunch of the suggestions here.

She worships a goddess of fate. When they arrived in a dwarven town, they stopped into a tavern to get info on the nearby gathering horde of orcs. A boy came into the tavern to get a cask for his master. He stared at the paladin, in a strange way. She volunteered to help him carry the cask back to his master. He was a former blacksmith, who had retired because he went blind. The smith told them that he worshipped the god of crafting until he went blind, and recently converted to the worship of her god when he had a dream of a holy woman of great destiny, and after he woke from his dream, he reignited his forge and crafted a suit of plate mail that happened to fit this human paladin perfectly. He knew it was her for whom he made the armor. And it's styled with the millstone motif of her goddess. He knew the armor was fated for her, and gave it to her.

So thank you again, everyone, for the great ideas.


I would have divinely transformed the armor at a suitably dramatic moment. She'd still be wearing her original armor now it's just better.

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