Magic items and loot change so that magic is inherent to PCs


Homebrew and House Rules


Hello everyone!

So I had this idea where instead of using the regular magic item rules, true magic items outside of consumables like potion/wands/scrolls were extremely rare, but the player characters' own powers would fuel their antics.

Basically, for instance, a true +1 Longsword qualifies as an artifact and works in an antimagic zone, but a longsword using PC can carry an ancestral longsword that to him/her and to him/her alone acts as a +1 longsword, and they can use for any of their items a SLA that acts as Locate Object with extended range for their items only once per day, that otherwise acts as a regular magic weapon under current rules.

Since the only things to buy then are consumable goods and in character luxuries, it implies reducing loot.

I was thinking of replacing item creation feats for permanent magical gear with affinity feats that meant the character could carry more magical bang for his/her buck.

So, by how much must I divide actual loot? A factor of 100?

What would be decent, balanced values of gear to carry considering the PCs have gear that to them alone acts like it was magical, can be broken, but a ritual taking a full day can restore a destroyed item to full functionality and full status?

How much should an item affinity feat improve a character's gear value in a given category of item, knowing they can't make magic items for others anymore?

Thanks!


have you looked at automatic bonus progression? it may be what you are looking for


Lady-J wrote:
have you looked at automatic bonus progression? it may be what you are looking for

I wasn't aware that was a thing. Where is it from?

Edit: Found it, sounds just what I was looking for. Thanks!

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