Items that you restrict from the players


Advice

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What magical items goes into your "no way in hell" pile?

Maybe they are to powerfull, or the consequences of it falling into the players hands are to risky to accept.

And is it just items of imens goldcost, or are there such powerfull/risky items on lower costs?


I very heavily watch over custom magic items.

Normal ones I don't restrict, after all my players usually go for the standard stuff


I have yet to restrict a paizo official item.

Scarab Sages

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Bracers of falcons aim. They are way too cheap for what they do.


I forgot about some sandals IIRC in Ultimate Equipment. I intend to change the price not ban them however. I also forgot about those bracers. I would likely change the price on those also if they work like I remember.

Silver Crusade

Bracers of Falcon's Aim don't get outright banned, but I quadruple their cost.

I've banned the Lord's Banner of Crusades with deathward attached due to an unfortunate turn in a high level game due to it. I was the PC that had it, and it provided far too much blanket immunity for the group. To be fair, I'm not sure it's 100% legit to start with though.


So mostly it is go go but some items are cheap?

What about items that shape the land etc?

I remember a horn in d&d that made mountains into lakes and plains into mountains etc.


Most games I play in raise the cost of Monk's Robes by 50%. The formentioned bracers also get price raised.

Some games I have played in ban PC made items with wishes in them.

The making of Mountains into Islands and Islands into Plains seems like just a bit of mana shuffling, not too game breaking unless it affects the other player's lands. Wait... wrong game.

Sovereign Court

Mythic items and legendary items, mostly because of a theme really. In my world, mythic is rare, so usually, players can only find the magical items in loot or obtained as a reward. And before someone ask, no my players can't craft mythic items, only exception is the universal path ability to make your own item legendary.

Some items of course are just not available out there, like Holy Avenger, because they come with a lot of history and usually are in the hands of mighty paladins striking crusade against evils. Not like it matters in my upcoming game with no players doing paladins at the moment.

Essentially I restrict the availability of items, but they are all there, if you look hard enough.


Iron flask.

Use planar binding on a creature you want, then keep using the flask until they inevitably roll a 1. Boom. Eternal servitor that you don't need to pay. This was worse in 3.5, where some sort of PrC or feat raised the HD caps of planar binding spells by 2, allowing balors, etc to be flasked.

Yes, it's 170k gp in price, but some of the SLAs and supernatural abilities you get access to (even in PF where you can't get 20HD creatures) are worth it. And God forbid you throw in magic jar abuse on top of all that.


Thelemic_Noun wrote:

Iron flask.

Use planar binding on a creature you want, then keep using the flask until they inevitably roll a 1. Boom. Eternal servitor that you don't need to pay. This was worse in 3.5, where some sort of PrC or feat raised the HD caps of planar binding spells by 2, allowing balors, etc to be flasked.

Yes, it's 170k gp in price, but some of the SLAs and supernatural abilities you get access to (even in PF where you can't get 20HD creatures) are worth it. And God forbid you throw in magic jar abuse on top of all that.

Which item are you talking about? Can you give a link or book and page number?

Scarab Sages

I also houserule Boots of the Earth can only heal damage you take while wearing the boots. Otherwise it's 5000 gp for unlimited out-of-combat party healing.


http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron- flask


Iron Flask

It is quite a powerful item actually, if potentially a bit difficult to use.


Theodor Snuddletusk wrote:

So mostly it is go go but some items are cheap?

What about items that shape the land etc?

I remember a horn in d&d that made mountains into lakes and plains into mountains etc.

Wizards can literally warp space and time, what's your point? As long as it comes in at appropriate levels (high) who cares if a magic item can do some of the crazy stuff high level casters can do? Thats why the issue usually isnt the item's effect but it's cost (which is the primary restriction on how early it can be aquired).

Scarab Sages

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Pants

My players are not permitted to purchase pants as that is not an available item slot.

Scarab Sages

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Artanthos wrote:

Pants

My players are not permitted to purchase pants as that is not an available item slot.

But how will they be able to get the big metal unit if they cannot get the golden pantaloons?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

If I were to ban anything, it would probably be the cyclops helm. Even though it says it grants a lesser version of the cyclops flash of insight ability once per day, it really doesn't. It's pretty the flash of insight ability in full.

And at only 2,800gp to craft, there is absolutely no reason to not have ten of these things for any given character.

Imagine "rolling" natural 20s on everything you do, all day long.

Much too potent, even for our games.


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Theodor Snuddletusk wrote:
What magical items goes into your "no way in hell" pile?

None of my players will ever have Metamagic rods.


Candle of invocation.
Metamagic Rods.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

It's not banned, but no character may benefit from a quick runner's shirt more than once per day. Same goes for any other "once-per-day" item, such as cyclops helm.


The Cape of Feinting is the most broken item I know. A 7th-level Swashbuckler can keep an any level anything in a dazelock, forever. (Or, at least as long as the swashbuckler can stay awake.)

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
RumpinRufus wrote:
The Cape of Feinting is the most broken item I know. A 7th-level Swashbuckler can keep an any level anything in a dazelock, forever. (Or, at least as long as the swashbuckler can stay awake.)

Oh yeah, that thing. Haha.

RPG Superstar 2012 Top 16

Imbicatus wrote:
Bracers of falcons aim. They are way too cheap for what they do.

I thought they repriced these after realizing that they were priced as continuous use wondrous items, and not compared properly against Bracers of Archery?

I know they are PFS banned for that reason.

==Aelrynth


I keep the firearms (magical and non-magical) out of my campaigns for setting/story reasons.


Anything outside of core gets a heavy perusal at the least - Paizo has successfully stayed outside the terror realm of Magic Item Compendium ridiculousness, but most non-Core like to push the limits. Staff of the Master is way out - I even begged my GM to nerf the one my sorcerer *received*.

And Ioun Torches - double the price.


Majuba wrote:
the terror realm of Magic Item Compendium ridiculousness,

Say what? What was so busted about that item.


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I limit the item in the game by not including the ones I don't want there.Letting players shop for magic items makes for lots of easy abuse.


Infinite gold loop items like Robes of Infinite Twine (there are at least 5 infinite gold loop items).

I adjust the price of 'item of the Mage Armor/Shield (continuous)' to be in line with bracers of armor 4.


I haven't seen anything I need to ban, but I do have a blanket rule that any item that occupies a slot and has charges needs to be worn at least 24 hours before the charges become available.


I don't allow firearms because they don't exist in my setting.


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I'm kind of disappointed the the really bannable items haven't been mentioned more. Only one Candle of Invocation mention!? And *NO* mention for dust of sneezing and choking!? Even Cape of Feinting is worlds better then those.


Candle of Invocation is only breakable to clerics who use it for extra spells / day (2,400 day item). If someone wants to spend 8,400g for a 4 hour item, let them.

RPG Superstar 2012 Top 16

No, the Candle is abusable because it's early access to a gate spell or similar stuff.

==Aelryinth

Liberty's Edge

I had to ban the "almighty" Rod of Wonder after all 6 of my players each purchased one and proceeded to run amok through my carefully planned dungeons and role-playing encounters.


DMasterE wrote:
I had to ban the "almighty" Rod of Wonder after all 6 of my players each purchased one and proceeded to run amok through my carefully planned dungeons and role-playing encounters.

How did they run amok through dungeons?


Imbicatus wrote:
I also houserule Boots of the Earth can only heal damage you take while wearing the boots. Otherwise it's 5000 gp for unlimited out-of-combat party healing.

Which boots are those? i can't find them.


Ravingdork wrote:

If I were to ban anything, it would probably be the cyclops helm. Even though it says it grants a lesser version of the cyclops flash of insight ability once per day, it really doesn't. It's pretty the flash of insight ability in full.

And at only 2,800gp to craft, there is absolutely no reason to not have ten of these things for any given character.

Imagine "rolling" natural 20s on everything you do, all day long.

Much too potent, even for our games.

It is not all day long. It is once per day, but I do agree that it is not "lesser", and I do agree that it should cost more, not a whole lot more, but more.


RumpinRufus wrote:
The Cape of Feinting is the most broken item I know. A 7th-level Swashbuckler can keep an any level anything in a dazelock, forever. (Or, at least as long as the swashbuckler can stay awake.)

I think this one was badly written, and that is not how it is intended to work. I would just change how it worked.


Thelemic_Noun wrote:
Majuba wrote:
the terror realm of Magic Item Compendium ridiculousness,
Say what? What was so busted about that item.

The book had some items that were either underpriced or never should have been made, but it also had some nice things. I did like the crystals that you could put into weapons and armor. I also liked the belt of healing.


Instant Fortress, My Pesky Players decided the best way to open a fight was to drop four buildings on the opposition, crushing as many as possible and trapping the surviving enemies between the fortresses in a "kill-box" to simply pick off with their magic and ranged weapons from the windows or roofs of the fortresses. Kudos for clever thinking and finding essentially a tabletop equivalent of a cheat code, but it got out of hand pretty fast.

Lantern Lodge

leo1925 wrote:
Imbicatus wrote:
I also houserule Boots of the Earth can only heal damage you take while wearing the boots. Otherwise it's 5000 gp for unlimited out-of-combat party healing.
Which boots are those? i can't find them.

Boots of the Earth, Inner Sea Gods pg 261


Captain Zoom wrote:
leo1925 wrote:
Imbicatus wrote:
I also houserule Boots of the Earth can only heal damage you take while wearing the boots. Otherwise it's 5000 gp for unlimited out-of-combat party healing.
Which boots are those? i can't find them.
Boots of the Earth, Inner Sea Gods pg 261

Thanks.


Artanthos wrote:

Pants

My players are not permitted to purchase pants as that is not an available item slot.

Funny you say that. I was in a group that ran to level 15 before we realized none of us ever had any pants.

Also, my GM banned me particularly from Courageous weapons on my barbarians.


In a home game I would strongly limit certain metamagic rods (persistent, dazing and quicken mainly), the Staff of the Master Necromancer, Candle of Invocation and I pretty much wouldn't allow any cursed item to be weaponised (Necklace of Strangulation and Dust of Sneezing in particular).


LordFierceBunny wrote:
Instant Fortress, My Pesky Players decided the best way to open a fight was to drop four buildings on the opposition, crushing as many as possible and trapping the surviving enemies between the fortresses in a "kill-box" to simply pick off with their magic and ranged weapons from the windows or roofs of the fortresses. Kudos for clever thinking and finding essentially a tabletop equivalent of a cheat code, but it got out of hand pretty fast.

I was a player in a game where someone drop this on an artifact and we blew up our 2nd city during the campaign. :)


wraithstrike wrote:
Thelemic_Noun wrote:
Majuba wrote:
the terror realm of Magic Item Compendium ridiculousness,
Say what? What was so busted about that item book.
The book had some quite a few items that were either underpriced or never should have been made, but it also had some nice things. I did like the crystals that you could put into weapons and armor. I also liked the belt of healing.

That pretty much (with minor correction). I particularly didn't like the charge/day items that let you do instantaneous huge buffs, it stretches the math of the game out of whack.

Most Paizo items skate the edge of underpriced, very few stray into the "should never have been made" category (ala Staff of the Master).

Oh! That stupid Jingasa of the Fortunate Soldier. Should ban, but for Slumbering Tsar I allowed it at about double the price.


aceDiamond wrote:
Artanthos wrote:

Pants

My players are not permitted to purchase pants as that is not an available item slot.

Funny you say that. I was in a group that ran to level 15 before we realized none of us ever had any pants.

Are you talking about English or American pants? In other words briefs or trousers? Because if its trousers I thought breeches are more or less the same? And they are part of the monk's outfit.

Disclaimer: I'm no native speaker. I could have mixed something up.


Umbranus wrote:
aceDiamond wrote:
Artanthos wrote:

Pants

My players are not permitted to purchase pants as that is not an available item slot.

Funny you say that. I was in a group that ran to level 15 before we realized none of us ever had any pants.

Are you talking about English or American pants? In other words briefs or trousers? Because if its trousers I thought breeches are more or less the same? And they are part of the monk's outfit.

Disclaimer: I'm no native speaker. I could have mixed something up.

Any pants. We all sort of disregarded the common clothing once we got robes and vests and whatnot.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Umbranus wrote:

Are you talking about English or American pants? In other words briefs or trousers? Because if its trousers I thought breeches are more or less the same? And they are part of the monk's outfit.

Disclaimer: I'm no native speaker. I could have mixed something up.

You're correct and your understanding is perfect. :) They're just remarking that it's funny that there's no "pants" (American pants, so trousers) items.

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