[Unchained] Automatic bonus progression and weapon special abilities


Pathfinder First Edition General Discussion


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Hello all! I've been considering restarting a campaign of mine using Automatic Bonus Progression from Pathfinder Unchained, but I'd like to hear some thoughts about how to progress with regards to weapon/armor special abilities (Like flaming, or vorpal)

Special Abilities:
To determine an attuned magic item's enhancement bonus, subtract the cost of its special ability from the enhancement bonus granted by attunement.

For example, if a character with a +3 enhancement bonus from weapon attunement wields a keen scimitar, she subtracts 1 point of her enhancement bonus (for the cost of keen), leaving her with a +2 keen scimitar.

My main issue centers around the cost of special abilities. In a system that appears to be designed around letting the players use interesting and flavourful options rather than basic "+1"s, it feels strange that players who want special abilities will still have to pay for them, from their reduced supply of gold.

For example: A player who wants a flaming burst sword and has an attunement bonus of +2 will pay 8000gp and end up with a basic Flaming burs, spending about 34% of a level 9 character's wealth.

In comparison, a player who pays nothing has a 2 sword, which can be considered to have equivalent power to the flaming burst sword.

I know that the cost is reduced from the core system, but basic enhancement bonuses were often better than most special abilities anyway because they were always relevant, where the special abilities often didn't have much of an impact. As it stands, there doesn't seem to be a good reason to be paying gold for a special ability on an item, when you would be getting the enhancement bonus for free anyway.

I've seen a few possible ways to deal with this issue, such as halving the cost for special abilities, allowing users to attune their weapons to a special ability at the start of the day, or the strange Capacity system that was originally designed for Unchained. But I'm curious what other players and DMs think about the system. What have you implemented or played with, how did it work?

Thanks!


I have not tried it yet, but I am thinking allowing the special abilities priced as equivalent to enhancements (Priced as +1, +2, etc.) to be automatically active provided they don't exceed the attunement the character can apply.

So, if the PC has +2 attunement, a +2 blade with up to +2 "worth" of additional powers would be ok, but if the weapon had two +2 or a +1 and +2, the character would need to pick one until his/her attunement available was sufficient.

That's particularly easier than managing paying the costs, especially if the party wants to pass the weapons around among the characters.


That's interesting, I like it. So basically if they usually would have a +2 attunement, they now have +2 enhancement as well as a +2 budget (Or Capacity) to "spend" on magical abilities that are already present on the item before drawing from the attunement bonus.

However, this is nearly the same as removing the section about special abilities subtracting from the attunement bonus, and I'm hesitant to do that considering that it might be a bit unbalanced to allow players to be carrying around +2 keen spell-storing longsword for merely an 8k gold investment.

A possible middle ground would be to grant half the attunement bonus as the Capacity budget. Meaning that at the +2 enhancement, they have a +1 Capacity to spend on special abilities on wielded weapons before the bonus begins to subtract from the enhancement bonus. So, with a +2 attunement bonus:

Level 10 character picks up a keen(+1) longsword and attuned to it. It becomes a +2 keen longsword.

Level 10 character picks up a keen(+1) spell-storing(+1) longsword and attunes to it. It becomes a +1 keen spell-storing longsword.

Thoughts?

Designer

The capacity system allows you to keep the gp price for the special abilities the same as it was before (taking into account that you have the enhancements already but also half gold). It's not necessarily easy to implement (I thought the chart was pretty intuitive at first, but it was my baby), but it covers you exactly. As you have surmised, pretty much every house rule (including Urath's) will generate a significant "effective gp"/power boost in weapons over a character who was at wealth-by-level standards in the CRB system.

Silver Crusade

I *highly* recommend the ABP rules, and the Capacity add-on. Speaking for myself, I found the blog write-up of the capacity rules to be unhelpfully difficult (sorry, Mark, love your work but), so I provided my players with a <revised writeup> that, at least to me and my players, makes much more sense than as presented on the blog.


Mark Seifter wrote:
The capacity system allows you to keep the gp price for the special abilities the same as it was before (taking into account that you have the enhancements already but also half gold). It's not necessarily easy to implement (I thought the chart was pretty intuitive at first, but it was my baby), but it covers you exactly. As you have surmised, pretty much every house rule (including Urath's) will generate a significant "effective gp"/power boost in weapons over a character who was at wealth-by-level standards in the CRB system.

I think I'm starting to understand that system. One problem with the description is that it never actually describes how it interacts with characters once they attune to it. Correct me if I'm wrong, but capacity works by letting players spend money to allow special abilities to be used WITHOUT subtracting from the enhancement bonus granted from attunement. Thus:


Lvl 10 (+2 attunement) character picks up a Flaming sword with +0 Capacity and attunes to it. It becomes a +1 flaming sword because +1 is subtracted from the character's attunement

Lvl 10 (+2 attunement) character picks up a Flaming sword with +1 Capacity and attunes to it. It becomes a +2 flaming sword because the capacity is used "first"

EDIT:
(Turns out I'm wrong, as seen by Joe M's writeup. Struck through so nobody gets the wrong idea)

Correct?

EDIT: I see your writeup Joe, that makes a lot of sense and means that I didn't quite interpret it correctly. Thanks for that! I think it does make sense to implement. Have you had any issues with power disparity?. Right now, I'm trying to figure out how the blazes a Druid fits into all this. Can they attune to an Amulet of Mighty Fists? How much bonus does their companion get, if any?

I have some rulings already set for all of this, it's just a bit maddening when you see something like ABP being right on the cusp of being excellent, but it doesn't account for many of the edge cases and strange interactions


Joe M, I'd like to ask about your writeup and your experiences with the system. After some more thought, it seems to have the same problem that I initially had with the system which almost punishes players for using special abilities. More examples!:

Player 1 (+3 attunement) ignores the system and happily swings his +3 attuned greataxe without any money spent

Player 2 (+3 attunement) wants to use a flaming greataxe, but has to keep shelling out money whenever his attunement goes up to be able to use his full bonus, ending with a +3 flaming greataxe that cost him 14,000gp just to be able to use the flaming enchantment. I know this adheres better to the original rules in the CRB, but it penalizes those who want interesting abilities on their items rather than just enhancement bonuses.

Designer

Firengineer wrote:
Mark Seifter wrote:
The capacity system allows you to keep the gp price for the special abilities the same as it was before (taking into account that you have the enhancements already but also half gold). It's not necessarily easy to implement (I thought the chart was pretty intuitive at first, but it was my baby), but it covers you exactly. As you have surmised, pretty much every house rule (including Urath's) will generate a significant "effective gp"/power boost in weapons over a character who was at wealth-by-level standards in the CRB system.

I think I'm starting to understand that system. One problem with the description is that it never actually describes how it interacts with characters once they attune to it. Correct me if I'm wrong, but capacity works by letting players spend money to allow special abilities to be used WITHOUT subtracting from the enhancement bonus granted from attunement. Thus:

Lvl 10 (+2 attunement) character picks up a Flaming sword with +0 Capacity and attunes to it. It becomes a +1 flaming sword because +1 is subtracted from the character's attunement

Lvl 10 (+2 attunement) character picks up a Flaming sword with +1 Capacity and attunes to it. It becomes a +2 flaming sword because the capacity is used "first"

Correct?

EDIT: I see your writeup Joe, that makes a lot of sense and means that I didn't quite interpret it correctly. Thanks for that! I think it does make sense to implement. Have you had any issues with power disparity?. Right now, I'm trying to figure out how the blazes a Druid fits into all this. Can they attune to an Amulet of Mighty Fists? How much bonus does their companion get, if any?

I have some rulings already set for all of this, it's just a bit maddening when you see something like ABP being right on the cusp of being excellent, but it doesn't account for many of the edge cases and strange interactions

Yeah, amulet of mighty fists works just like a weapon would, but double, although given the way attunement works (one weapon or two), you could potentially make a cheaper version of AoMF that costs the same as a weapon instead of double and only applies to one weapon. That's particularly useful for monks.

As for edge cases and strange interactions, there's just not enough space for all of those. Unchained is the toolbox book for modding your game. When doing modding, there will always be a time, like right here in this thread, when you have to adjudicate those corner cases.

Designer

Firengineer wrote:

Joe M, I'd like to ask about your writeup and your experiences with the system. After some more thought, it seems to have the same problem that I initially had with the system which almost punishes players for using special abilities. More examples!:

Player 1 (+3 attunement) ignores the system and happily swings his +3 attuned greataxe without any money spent

Player 2 (+3 attunement) wants to use a flaming greataxe, but has to keep shelling out money whenever his attunement goes up to be able to use his full bonus, ending with a +3 flaming greataxe that cost him 14,000gp just to be able to use the flaming enchantment. I know this adheres better to the original rules in the CRB, but it penalizes those who want interesting abilities on their items rather than just enhancement bonuses.

The quadratic scaling for items that get better and better is actually one of the cleverer pieces of math in the 3.X chassis. It's not "penalizing" so much as realizing that adding more and more benefits to the same item becomes nonlinearly better. After all, in the base system, do players with a +5 weapon stop there and refuse to pay the extra money to make it holy or whatever other enhancement they choose?

It's why no flat cost can accurately gauge the value of weapon enhancements that continue to add to the weapon's offense (though they work fine for weird utility abilities that don't relate to using it as a weapon), and it's also why every time an item comes out that gives a weird stackable bonus on, say, attack rolls or AC, the math starts to break a little bit more (since those are flat costs that bypass all this).


Mark Seifter wrote:


The quadratic scaling for items that get better and better is actually one of the cleverer pieces of math in the 3.X chassis. It's not "penalizing" so much as realizing that adding more and more benefits to the same item becomes nonlinearly better. It's why no flat cost can accurately gauge the value of weapon enhancements that continue to add to the weapon's offense (though they work fine for weird utility abilities that don't relate to using it as a weapon), and it's also why every time an item comes out that gives a weird stackable bonus on, say, attack rolls or AC, the math starts to break a little bit more (since those are flat costs that bypass all this).

I definitely agree that the quadratic scaling is a good system, it prevents one-track upgrading and only being good at one thing while allowing for a broader array of skills, talents, and upgrades.

However, I'm surprised there was no rule or exception that reduced the costs of adding on special abilities once attunements become higher. As it stands, I can't really see any characters justifying the cost of any special abilities at +3 attunement or higher, pushing everybody back into simply having their +3 battleaxe or pair of +2 daggers because the special abilities are simply too expensive when compared to spending nothing and still having a powerful item.

Forgive me if I'm appearing dense, perhaps there simply isn't a nice solution that can keep special abilities cost-effective even at higher attunements.

Designer

Firengineer wrote:
Mark Seifter wrote:


The quadratic scaling for items that get better and better is actually one of the cleverer pieces of math in the 3.X chassis. It's not "penalizing" so much as realizing that adding more and more benefits to the same item becomes nonlinearly better. It's why no flat cost can accurately gauge the value of weapon enhancements that continue to add to the weapon's offense (though they work fine for weird utility abilities that don't relate to using it as a weapon), and it's also why every time an item comes out that gives a weird stackable bonus on, say, attack rolls or AC, the math starts to break a little bit more (since those are flat costs that bypass all this).

I definitely agree that the quadratic scaling is a good system, it prevents one-track upgrading and only being good at one thing while allowing for a broader array of skills, talents, and upgrades.

However, I'm surprised there was no rule or exception that reduced the costs of adding on special abilities once attunements become higher. As it stands, I can't really see any characters justifying the cost of any special abilities at +3 attunement or higher, pushing everybody back into simply having their +3 battleaxe or pair of +2 daggers because the special abilities are simply too expensive when compared to spending nothing and still having a powerful item.

Forgive me if I'm appearing dense, perhaps there simply isn't a nice solution that can keep special abilities cost-effective even at higher attunements.

Math is hard, especially when we pull out the guts of a system that tries to hide some of those wheels to make it easier in play; you're not being dense at all!

It's my explanation that needs improvement. I'll explain better.

Normal system: I am a fighter with a +3 battleaxe that cost me 18,000. I want flaming. I must pay 14,000.

Attunement with capacity: I am a fighter with attunement +3. This cost me nothing (but the secret math of ABP works out that it took out about 18,000 in fact). I want flaming with my whole attunement. I must pay 14,000.


Mark Seifter wrote:


Math is hard, especially when we pull out the guts of a system that tries to hide some of those wheels to make it easier in play; you're not being dense at all!

It's my explanation that needs improvement. I'll explain better.

Normal system: I am a fighter with a +3 battleaxe that cost me 18,000. I want flaming. I must pay 14,000.

Attunement with capacity: I am a fighter with attunement +3. This cost me nothing (but the secret math of ABP works out that it took...

I can see how the math works out. I guess at this point I'm basically asking why we don't rewrite even the core rules to accommodate the special abilities, which is rather extreme!

My last little problem with the core ABP system (as if) is when a player wants to have a special ability instead of a +1, it feels like they're "paying double": once in gold, and once in losing the +1 on their weapon.

Nicely, with the capacity system, that is dealt with by allowing them to put that "lost" +1 into another weapon. Lots to think about

Thank you for your explanations. I'm sure ABP will fit in nicely in our group.

Designer

Firengineer wrote:
Mark Seifter wrote:


Math is hard, especially when we pull out the guts of a system that tries to hide some of those wheels to make it easier in play; you're not being dense at all!

It's my explanation that needs improvement. I'll explain better.

Normal system: I am a fighter with a +3 battleaxe that cost me 18,000. I want flaming. I must pay 14,000.

Attunement with capacity: I am a fighter with attunement +3. This cost me nothing (but the secret math of ABP works out that it took...

I can see how the math works out. I guess at this point I'm basically asking why we don't rewrite even the core rules to accommodate the special abilities, which is rather extreme!

My last little problem with the core ABP system (as if) is when a player wants to have a special ability instead of a +1, it feels like they're "paying double": once in gold, and once in losing the +1 on their weapon.

Nicely, with the capacity system, that is dealt with by allowing them to put that "lost" +1 into another weapon. Lots to think about

Thank you for your explanations. I'm sure ABP will fit in nicely in our group.

Oh gotcha. The reason why the core system doesn't give a discount for special abilities is because the ones that give a +equivalent are directly improving the weapon's attacks in a similar way to the +s, so it's appropriate for them to scale quadratically. The ones that just do something else that doesn't affect the weapon's weapon-ness do get flat costs, usually anyway. So for instance, something like holy or bane that add damage conditionally appropriately need to cost quadratically more like a + because they enhance the weapon's abilities like a + (and in bane's case, it actually adds +2), but if there was a power to shoot a lightning bolt from your sword as a standard action, then that doesn't synergize with the other stuff, so it should be a flat cost.

Another way to look at it is "Does it matter that this ability is on a +1 sword vs a +5 sword?" For the lightning bolt, it doesn't. For holy or bane, it does (since the +5 is more likely to hit and deal that extra damage). If it matters, it should cost quadratically more to apply more and more stuff.

Does that make more sense out of it?

Anyway, really glad you like ABP, and super happy to discuss deep-level design ideas with you and others who use Unchained to mod your games; actually, that sort of analysis and tinkering is kind of the point of Unchained :)


Mark Seifter wrote:


Another way to look at it is "Does it matter that this ability is on a +1 sword vs a +5 sword?" For the lightning bolt, it doesn't. For holy or bane, it does (since the +5 is more likely to hit and deal that extra damage). If it matters, it should cost quadratically more to apply more and more stuff.

Does that make more sense out of it?

That does make a lot of sense, thank you for that. It especially makes more sense once you see how the wealth by level scales in basically the same way, exponentially, allowing the players to keep investing in these abilities.

It's always interesting to work with the endless struggle: Balancing rules and roleplay. As it stands, I'll likely allow my players to have a "free" +1 special ability on each item that still costs gold but doesn't subtract from the attunement bonus. Naturally, the approximate ~2000gp (Actual value highly variable) extra wealth gained will be accounted for. In this way, the net wealth gain/loss should be about zero but the players feel that they have the ability to make their items more interesting.


Hello Firengineer, I just finished with PfU and I undertand where you are coming with this.
I really loved automatic bonus progression because optimization is a natural instinct of all players that make the items that give permanent enhancement bonus so popular, after all to the players their character is a effigy of themsenves and they want to why even if it means puting praticality over flavorness.
there is no player that will chose a belt that ad str bonus to intimidation when he can use a belt of strenght, a veteran player who fall in a situation where his magic itens are stolen or lost is prone to ragequit, pcs will never take their equip off to sleep or rest to avoid any transtorn from temporary loss of bonus. At some point magic itens became crutches but the automatic bonus progression free all players from this stupid urges and allow them to focus on magic itens that are objects of wonder that don't need to offer any direct concret bonus to be valuable for the players so a loss of half of their wealth is a cheap price for the ressurection of novely in magic.

If you want to fuse automatic bonus progression with scaling items alternative rules together you must first remenber that the system of pathfinder is a revamp of old 3.5 who toke into consideration to its mechanic that the wealth of the pcs embody good size of their powers so over half of their powers is already taken.
It is easy to justify this with fluffy saying that a character level represent it's importancy of existency in the world; a warrior able to defeat one thousand enemies single-handed could be in another life a wizard able to reshape a country. So the magic improvement given to itens worn by them is the result of the magical energy their bodies release.

In this case a vanila magic weapon is just takin this energy to fuel a spell so reduce their price to half(vorpal blade=25k) but make a prerequirement to have a enchantment equal to the weapon. Considering that to a martial class their chosen weapon would normaly take a large sum of their money with a +10 weapon worth 200k, a weapon that give especial qualities that stack with your inherent enchantment of +5 that is priced as 50k will const 150k. So just use the price of the +2-1,+4-2,+6-3,+8-4,+10-5 and say for fluffy that weapons that have magic on their own are more rare and expensive, usually inteligent or artefacts.

Now considering that in the long run scaling itens automaticaly represent a increase in the pcs wealth as they gain levels it is oriented to the GMs to geve a even number of scaling itens to the pcs and reduce the rating of treasure looted per battle(5%,15%,30%). A good way to make this viable is by restricting the maximum amount of scaling magic itens that a character can have at once. Say, one wonder, one prized and one palper at once; 50% of a character total wealth, since they already lost another half to automatic bonus progression.

So every two character levels he will receive 1(one) bonding point that will allow to bonding with one palper scaling item but he will need 3 points(lvl6 min) to use a prized item properly and 6 points(lvl12) to bond with a wonder. If he lack enough points he treat the the bond with the item as if he was 2 levels lower for every point he lack. So a level 12 pc with the boots and cape of elvenkind will be treated by their faery queen vest as if she was a level 8 character.

Interesting side effect of this House hule is that pcs no longer parade around wearing gear expensive enough to feed a entire country for a year that realisticaly should be bound to call atention. A gold piece is worth 10 silver or 100 copper pieces that are more or less what a commoner earn in a week so normaly as a character grow stronger their reward for quest start to reach stupidly high prices. A big bussiness in a metropoles employing from 25 to 40 employs earn in a month one thousand gold coins, a potions of cure serious wound(heal 18hp) or wand of cure light(heal 275hp) wound cost 750gp at minimum, something that a alchemist can creat in less than a day, so one can see the price of magic in the world.

the pcs will still be able to use magical itens that function outside the scaling system as long as they have free slots but something like a ring of freedom of movements is a late game reward for sure. it simply isn't worth for most npcs to have 20k+ equipment so they will focus on scrolls if they can make them, wands if the can to trigger them and potions if out of options. In such world a magic item that depend of your own power to work, making them far cheaper than one whose power independ of its owner would be the natural choice. That a metropoles maximum single purchase is of 16,000 gp that is more or less the maximum value of a wonder class scaling item also help. So a vanila vorpal weapon would cost 25k, a scaling vorpal 150k and a awesome wonder class weapon that in the hands of a lvl20 pc give scaling vorpal plus 110k in extra powers would cost 8~14k.

I also sugest you to let the bonus of master work weapons and armor to stack with the magical bonus for immersion reasons - in LofR a elven blade is a far more valuable and powerful weapon than the slabs or iron that the orcs use so making your pcs walking around with 1,000gp or more in clothes or with weapons of exotic material will already flag the party as powerful and experience without worring overmuch for evetual loss of equipment as they can fund a country with their richs. You can keep a steady flow of consumible lesser magical itens and few hundreds gp as reward from level 1 to level 20.

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