How to handle giving out cool / useful loot. Specifically weapons


Advice


Hello all. I have an issue when I GM with handing out useful loot. It seems like past a certain point. Usually level 4 or 5 they kinda glue themselves to one weapon and seek out enchanters to keep it up to pace which makes my job of making loot for them very difficult. Does anyone else have this issue or am I making a mountain out of a molehill?

Sovereign Court

You could do something like an 'enchantment upgrade kit', which takes a weapon(or armor) from +1 to +2 (or equivalent special properties). Then +2 to +3 as a separate item, etc. But that only really cuts down on the 'seek out enchanters' aspect. Or, you know, look into Automatic Bonus Progression, or Innate Item Bonuses.

But from what I remember, I think the way the math breaks down is that most dungeon loot would be sold at 50%, and then PCs just buy what they want out of that and that is the expected wealth level. Like if you specifically tailor every gold piece to be exactly what the PCs want, they are actually above the expected power level.


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For me the auto bonus progression solves a lot of problems with magic items. Since the players don’t need to worry about the big 6 items it means they can enjoy odd items for slots that would normally be taken up by one of the big 6.

Shadow Lodge

Yup, this is normal in my experience. One issue is with the pf ruleset, specializing in one weapon is very advantageous. Any given build might have 5 more to hit and 15 more damage with their chosen weapon. So even if you give them an amazing longsword, if they chose scimitars then they'll still be better with a plain non magical scimitar than the amazing longsword they just found.

Even when you give them the correct weapon type, they probably have better. Like you said, many players focus on their weapon, making it one of the first things they upgrade. For these players, you probably can't give them a better weapon without breaking your treasure budget.

Here's what I end up doing. I'll have situational weapons drop as treasure. Say I have a character that uses scimitars, maybe I'll have a cold iron demon bane scimitar they find. Now it's not going to replace what they have, but it will be better in specific situations. That player may then hold onto the weapon as their backup in case of demons. Or maybe I'll drop a +1 shocking shortbow. It's not their weapon of choice, but it's a lot better then the mwk shortbow they currently carry for their ranged option.

Dark Archive

Back in D&D, my friends and I allowed Polymorph Any Object to work on magic weapons (it specifically did not affect magic items by the rules, IIRC), so that the +2 glaive-guisarme-voulge you just found that nobody on earth knows what to do with could be transformed into a +2 longsword. (With the caveats that certain properties only worked in certain forms, and were lost if you, for instance, tried to turn a vorpal sword into a mace, and also that you couldn't turn ammunition into permanent weapons, unless you have 50 of them...)

It was also the go-to solution for changing the size of weapons, for when you went Against the Giants and ended up with a half-dozen Large-sized +X weapons that were good only as really big trophies.

The other solution would be to allow a fast form of retraining to apply to some weapon-specific feats, so that a Shoanti Fighter who has got all his buckets filled with feats to enhance the use of his Earthbreaker but just got a rocking magical ranseur from the latest Runelord to get in the party's way could spent an hour in the morning adapting his special moves to this new weapon and transfer his feats to 'Weapon Focus (ranseur)' and 'Weapon Specialization (ranseur)' and 'Improved Critical (ranseur).'

I would be inclined to limit that weapon-feat-hotswap option to Fighters, 'cause I'm a big meany, but even non-Fighters could retrain the slower way.


Yeah I've had this problem a bit.

Our GM gave my Bloodrager a +2 Construct Bane Longbow for Iron Gods. Sounds amazing (and it kinda is), but it's not a Composite Longbow sonall that strength is totally wasted. I sold it and bought a +1 Adaptive Longbow and damage is about the same (although the to-hit is lower), but the party has ~6,000gp left to spend.

It is hard to find fun things, my advice is for everyone to play an Occultist, then you can turn any weapon into something amazing and flavourful ^_^

No but seriously I do want to try automatic bonus progression, I think it'd be fun.


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Rather than having everything drop as treasure from monsters, set it as ‘if you do XYZ the grateful NPC will enhance your favourite weapon for you”, or even “as you slay the blue dragon your spear seems to draw in some of its essence, and begins to crackle with lightning”. That way the players get to have the fun stuff they want without the artificiality of selling massive piles of +1 ogre hooks that no one would actually want.

Plus, from a roleplay perspective, ‘this is my father’s sword that he bequeathed to me and I slew my first zombie with’ is cooler than “this is a sword that has a marginally better enchantment than the one that replaced the one that dad gave me”.


Many players of martial characters seem to see their weapon as extension of their character. Hence they develop some sentimental connection to it - probably due to the monsters and NPCs they did beat with that weapon. So an upgrade to the weapon of choice is way better loot than a replacement weapon.

Note that the same players usually build no emotional connection to their armor or other items. So here replacement items are more welcome. How comes? Maybe because they don't use these items actively, so they spend little time noticing them.

Would be interesting to know whether a wizard gets emotionally attached to a wand of magic missile as an actively used item, assuming they carry it for many levels, it gets stronger over time and maybe it regains some charges.

Dark Archive

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SheepishEidolon wrote:
Would be interesting to know whether a wizard gets emotionally attached to a wand of magic missile as an actively used item, assuming they carry it for many levels, it gets stronger over time and maybe it regains some charges.

I could see a new player who grew up on stuff like Harry Potter might consider a wand a viable life-long weapon choice, but for those of us who grew up on D&D, it's always been a disposable thing, like a potion or scroll, just with a slightly longer shelf life.

Now a wizard who had a bunch of power and utility bound into a magical staff, that gained a new feature every time he gained a new level of spells, and so 'grew with him' would be awesome. (And players who grew up with Gandalf or Raistlin as their fantasy wizards might be able to get behind that.) Monte Cook's Arcana Unearthed had some options for a Magister (his version of the wizard or arcanist) to imbue their staff with new powers and features as time went on, and that sort of thing could be fun to adapt to Pathfinder, and even make an order of 'Staff Wizards' who focus on enchanting their staff, and channeling power through it.

I vaguely recall an ancient Dragon article about 'focus items' that a wizard could use to basically grant him access to a spell. So a 'wand of magic missile' was a wand that allowed him to spontaneously convert any spell he had prepared to a magic missile spell at his caster level, as long as he was holding the wand. Basically it was a free spell known, in sorcerer terms, but held no charges itself. That could be a neat lifelong 'magic wand,' since the spell within it would 'grow' with the caster level.


Most martial characters put a lot of effort into improving their combat ability. More often than not this means they specialize in some form or another. Unless your loot weapon fits into that plan it is going not going to be considered worthwhile no matter how cool you think it is. If the character is playing scimitar wielding dervish dancer a +2 scimitar is going to be cooler to him than a Flame Tongue. People want to play cool characters not cool weapons. Sure having a cool weapon can make a character cooler, but only if it enhances what the character does.

While the auto bonus progression solves many of the problems with characters trading away cool loot for cash to get the basics it does not fix the issue of cool weapons. Some martial classes are very narrowly focused while other have a much broader focus. Fighters and Swashbucklers for tend to focus on specific weapons. On the other hand most Paladin class abilities function equally well on any weapon. A fighter who spent most of his feats on a greatsword is not going to be interested in a greataxe. The paladin who does not have any weapons specific feats will usually not have a problem switching weapons.

So really what it comes down to is the weapon focused characters. There is one solution that can help those characters. The Scaling Items option works well for these types of characters. Chances are that not all the characters in the party are going to be playing weapon focused characters, so you don’t need to give every character a scaling item. But giving the weapon focused characters a scaling item and using the auto bonus progression will solve most of the problems with characters wanting to sell any loot.


Thanks for all the advice guys. I should have mentioned in the first post that our group usually uses ABP. Y'all have given me some good ideas. Much appreciation


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You could toss in a few weapons with the Transformative or Greater Transformative property on it. It doesn't really make the weapon much better, but it would let them turn it into whatever weapon they want.


SheepishEidolon wrote:
Would be interesting to know whether a wizard gets emotionally attached to a wand of magic missile as an actively used item, assuming they carry it for many levels, it gets stronger over time and maybe it regains some charges.

Yeah I fairly quickly discovered that there are barely any tech items that are useful for a Bloodrager in Iron Gods (unless you go DEX-based), so dispite the fact that I haven't enhanced it at all my Chainsaw is my most prized posesseion. I've spent more on armour (and a huge amount on a cloak of Displacement), but the weapon is about the only campaign specific thing I own, so it's more important to me ... even if I don't use it in some fights.


MrCharisma wrote:
SheepishEidolon wrote:
Would be interesting to know whether a wizard gets emotionally attached to a wand of magic missile as an actively used item, assuming they carry it for many levels, it gets stronger over time and maybe it regains some charges.
Yeah I fairly quickly discovered that there are barely any tech items that are useful for a Bloodrager in Iron Gods (unless you go DEX-based), so dispite the fact that I haven't enhanced it at all my Chainsaw is my most prized posesseion. I've spent more on armour (and a huge amount on a cloak of Displacement), but the weapon is about the only campaign specific thing I own, so it's more important to me ... even if I don't use it in some fights.

When I was playing Iron Gods I was an archer fighter that doubled as our entire front line. The entire party was ranged.

I ended up with the chainsaw because a fighter with no feats supporting a chainsaw is still decent with it. I talked the GM into letting me change it to Adamantine. Honestly, Chainsaws should start being made of adamantine, after all the people who make them are also the ones that mastered starmetals! I also had it enchanted to +1 just because. Didn't waste any extra money on it because it has just enough to be useful and dependable and the rest can go into gear I actually use.

I pulled out the Chainsaw when we needed to bypass a barrier, open locks, or I couldn't use a bow. Actually a lot of the time I couldn't use a bow I couldn't use any other 2 handed weapon so it wasn't particularly effective.


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If you want to drop a cool weapon for the party, make sure it fits into the character rather than has cool abilities.

An example is I created a side-adventure in an AP where a group of wererats lured religious outcasts into the sewers by promising to guide them to a 'hidden temple'. The treasure consisted of the kind of things you'd imagine a bunch of cultists and heretics would be carrying around. There was a pile of wood, iron and silver holy symbols worth 1000gp belonging to lots of different religions. There was also a collection of priestly magic items including iconic magic weapons for 6 different religions. 2 of them were intended for the party, 4 were intended to be sold for cash or traded for favors. The ones intended for the party was a two-handed flail where the ball was a holy symbol of Groetus (giant moon face), and the other was a light mace where the head was a statue of Pharasma sitting on a throne in Judgement... which is not one of her standard aspects. The person that made it was a heratic follower of Pharasma. Even though it was a heratical item, it isn't disrespectful so the PC used it.

It isn't what the weapon does, its how much it completes the character.


Meirril wrote:
MrCharisma wrote:
<Iron Gods Bloodrager Chainsaw stuff>

When I was playing Iron Gods I was an archer fighter that doubled as our entire front line. The entire party was ranged.

I ended up with the chainsaw because a fighter with no feats supporting a chainsaw is still decent with it. I talked the GM into letting me change it to Adamantine.

Yeah I'm our party's entire front line. Honestly the Chainsaw is perfect for my character and is his main weapon, but being a 2-handed weapon means if he gets grappled/etc he has to switch to a backup. Since I' the only front-line character that happens a lot =P

Also being the only tanky character in a party of ranged damage dealers means I don't really need to deal damage, I just need to stand in the way and survive till everything dies. Then occasionally rescue someone from being surrounded. I'm building toward the Stalwart feats now coz my AC just isn't keeping up.

Getting off track now =P

Yeah sometimes it's as simple as changing a +2 Longsword into a +2 Scimitar to suit the party. I like Meirill's holy symbol example, that'd be really great for the party.

Or as I said, play Occultists and you can turn fun items into fun Implements =D


Dox of the ParaDox twins wrote:
It seems like past a certain point. Usually level 4 or 5 they kinda glue themselves to one weapon and seek out enchanters to keep it up to pace which makes my job of making loot for them very difficult.

The way to fix this is to hand out weapons that are actually useful for the characters. If the martial has Weapon Focus (greataxe), handing out an awesome longsword is akin to spitting the player in the face, as even if the weapon is better even withoutn the feat, invalidating part of the character feels bad. It doesn't matter what movie/anime with a cool sword (wielding character) you had just seen, the player has dedicated their character to using greataxes, and if you want your cool new weapon to be used by the character, and you want to not be a dick, make it a greataxe.

I suggest not starting with complete concepts based on a different weapon type, but rather to start with the weapon type in question and look for cool weapons of that type, or think about cool concepts for that type of weapon.

Tip #2 is to listen to your players. I have a player who's character is using a morningstar. The player inquired about a weapon with a sort of retractable chain that could transform into a sort of flail. I had denied that for the start of the campaign (or rather I said that it wouldn't be a simple weapon), but that's a potential weapon to hand out.

MrCharisma wrote:
Our GM gave my Bloodrager a +2 Construct Bane Longbow for Iron Gods. Sounds amazing (and it kinda is), but it's not a Composite Longbow sonall that strength is totally wasted.

I utterly hate that. What, you're willing to buy a weapon for 18,375gp, but spending 25gp more to make it composite was too expensive?

F$!# that shit. Magic non-composite longbows should not exist in the game. In-universe, it's utterly stupid to create such a weapon, as it's much harder to sell.
It's like buying a stick shift car in a region where 99% of the people only know how to drive automatic. It might work for you, but not being able to sell it if you ever want to replace it, nor beign able to lend it to other people, is a huge disadvantage.

MrCharisma wrote:
Honestly the Chainsaw is perfect for my character and is his main weapon, but being a 2-handed weapon means if he gets grappled/etc he has to switch to a backup. Since I' the only front-line character that happens a lot =P

Grappling a character wielding a running chainsaw should require a will save against a fear effect!


Derklord wrote:
MrCharisma wrote:
Our GM gave my Bloodrager a +2 Construct Bane Longbow for Iron Gods. Sounds amazing (and it kinda is), but it's not a Composite Longbow sonall that strength is totally wasted.

I utterly hate that. What, you're willing to buy a weapon for 18,375gp, but spending 25gp more to make it composite was too expensive?

F#&% that s~!&. Magic non-composite longbows should not exist in the game.

Yeah I *Think* that longbow was part of the AP, but even if our GM added it I wask't super upset. I would probably have kept it if it were a +1 Construct-Bane Longbow (that's a nice backup), but a +2-Bane weapon is worth so much that upgrading it is too expensive and selling it is too appealing. It's my backup-backup weapon and I'm the only character who could use it (well the Techslinger can, but ...), so it wouldn't have mattered too much if we'd kept it, but 9,000gp for the party is worth more.

Quote:
Grappling a character wielding a running chainsaw should require a will save against a fear effect!

Haha absolutely!

EDIT: I split this into 2 posts since they're not really related.


One more thing that hasn't been mentioned (I think) is the "Elephant in the Room" feat tax rules. There are a lot of changes, but specifically the way they treat feats like Weapon Focus/Improved Critical/etc is that they apply to groups of weapons (the Fighter Weapon Training groups), so you could use those rules - or at least that one - if you want to add more versatility to your loot drops without nerfing the characters.


I just tried to do some searching to make sure I wasn't mistaken, but I'm pretty sure that, historically, there was no such thing as a composite longbow. In fact, the whole point of a composite bow was actually to essentially do the same amount of damage as a longbow with a smaller/easier-in-certain-respects construction. It doesn't actually make it easier to fire a bow if it's a compound bow, since a bow can only store energy that you've put into it through the drawing of the bowstring.

P.S.: My quick perusing of Wikipedia brought me to cable-backed bows, which I thought was interesting. Some of those seem to be longbow-sized, but since the wood itself used is apparently weaker than woods such as yew (which was the traditional English longbow wood) it's a composite longbow of sorts that isn't actually stronger than a traditional self-bow like the longbow. But it also looks like the wrappings around swords like Amiri's...would belts or cables around a chipped sword prevent it from further damage?


JiaYou wrote:
But it also looks like the wrappings around swords like Amiri's...would belts or cables around a chipped sword prevent it from further damage?

Like a real sword? Straps would be able to absorb a bit of the stress placed on the blade, but I wouldn't say it would prevent further damage. With a weld it could act as a shoddy repair job and maybe make the blade a bit more stable but it isn't a good repair job.

Even a good repair job won't return a faulted blade to its new condition. Swords break. The better the swords material and the better the construction the more stress they can put up with. The softer the things you use the sword against the less damage the blade will accumulate. The better the angle and swing the less damage you will do to your own sword. But no matter how much maintenance you do to a sword, it will eventually shatter. Well, assuming you make a sword out of good steel it will shatter. If you use soft steel it will just break.

BTW, a good sword make a beautiful sound when it shatters. A very distinctive ringing while the tip flies through the air. I always get this guilty pleasure from the sound. I know something bad just happened, but I want to enjoy that moment.


JiaYou wrote:
I'm pretty sure that, historically, there was no such thing as a composite longbow. In fact, the whole point of a composite bow was actually to essentially do the same amount of damage as a longbow with a smaller/easier-in-certain-respects construction.

I presume what Pathfinder calls a composite longbow is not a composite bow of longbow measurements, but rather a composite bow with the strength of a longbow. This is heavily supported by the fact that it can be used while mounted, a feature that is about size and not draw weight.

The thing is that having the wielder's strength not relevant (beyond a potential penalty applying to damage rolls) for longbows is nonsense. So while it shouldn't technically be a composite bow, a longbow should have a strength score like one.

Of course, my comment was mainly about game mechanics. In Golarion and other settings using the Pathfidner rules, crafting a magical non-composite bow would be a bad business tactic. The +25gp is negligible compared to the price of a magic weapon (at least 2375gp), and being able to add adaptive should greatly improve resale value.

JiaYou wrote:
would belts or cables around a chipped sword prevent it from further damage?

No. The one just below the hilt might be able to secure the crossguard, but the strap further down on the blade cannot possibly be useful. The strain on a sword upon making contact is much higher than that on a bow from it being drawn.

Of course, even ignoring the fact that the sword is way to unwieldy to properly swing, Amiri's sword is way too damaged to be remotely useful. The edges of the blades need to be smooth for a sword to work, there is no way the edges of that sword are even remotely sharp. Also, all the nicks in the blade mean the weapon will get tangled in the target's clothing (or fur) all the time.

MrCharisma wrote:
One more thing that hasn't been mentioned (I think) is the "Elephant in the Room" feat tax rules. There are a lot of changes, but specifically the way they treat feats like Weapon Focus/Improved Critical/etc is that they apply to groups of weapons (the Fighter Weapon Training groups), so you could use those rules - or at least that one - if you want to add more versatility to your loot drops without nerfing the characters.

Four problems: First, it only goes so far - Weapon Focus (axes) still doesn't help using a sword. Second, players usually pick the best weapon for their character from the group anyway, so the weapon to hand out would need to be sub-par. Third, there's still plenty of characters who can only really use a specific weapon (e.g. a Swashbuckler with Fencing Grace). And forth, some players want to use a specific weapon for flavor reasons.


Derklord wrote:
Of course, even ignoring the fact that the sword is way to unwieldy to properly swing, Amiri's sword is way too damaged to be remotely useful. The edges of the blades need to be smooth for a sword to work, there is no way the edges of that sword are even remotely sharp. Also, all the nicks in the blade mean the weapon will get tangled in the target's clothing (or fur) all the time.

I dunno, I think if I got hot with that thing I'd die pretty quick. Maybe just change the damage type to bashing and you're good to go.

Quote:
MrCharisma wrote:
One more thing that hasn't been mentioned (I think) is the "Elephant in the Room" feat tax rules. There are a lot of changes, but specifically the way they treat feats like Weapon Focus/Improved Critical/etc is that they apply to groups of weapons (the Fighter Weapon Training groups), so you could use those rules - or at least that one - if you want to add more versatility to your loot drops without nerfing the characters.
Four problems: First, it only goes so far - Weapon Focus (axes) still doesn't help using a sword. Second, players usually pick the best weapon for their character from the group anyway, so the weapon to hand out would need to be sub-par. Third, there's still plenty of characters who can only really use a specific weapon (e.g. a Swashbuckler with Fencing Grace). And forth, some players want to use a specific weapon for flavor reasons.

I'm not saying this is a 100% fix, but it'll give you a lot more room to play with.

1. It won't let them use any weapon you drop on them, but if they've focused on axes you can drop a dwarven heavy axe-gauntlet, dwarven light axe gauntlet, bardiche, battleaxe, boarding axe, butchering axe, collapsible kumade, dwarven waraxe, gandasa, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, kumade, light pick, mattock, orc double axe, pata, throwing axe, or tongi on them and they can do something with it. That's a lot more than just a Greataxe.

2. Yes they do, but if their chouce is between a +2 Greataxe or a +1 Holy Battleaxe as they go into the haunted mansion they're more likely to make use of the flavourful weapon for at least a little while, thus making varied loot more intersting.

3. I'm pretty sure the way those rules work Fencing Grace would work for all weapons in a group, so this wouldn't be a problem. I'd have to look it up to remember how it works exactly for this feat, but the idea is that there is no feat that's specific to one weapon, feats affect weapon groups.

4. I can't help you with this one, but if they're using a weapon for flavour reasons then you're not really dealing with the same problem. As I said, it's not going to fix everything but it'll open up the floor for a lot more flavourful options for the GM to throw in, and a lot less hyper-specialised builds where the characters sell the interesting stuff you give them because they can't use it.


I've tried lots of ways to solve this problem. Saying that "Masterwork" was actually a unique, supernatural property that gave a PC a Weapon Focus feat specifically with that weapon; having weapons get automatic bonus progression at some levels; offering financial incentives for selling current weapons or penalties for enhancing existing ones to try and motivate players to "move on" from the weapons they've gotten attached to.

The bottom line, as many have said, is that in PF 1e a character build can center on one specific weapon. The benefits of such a build are baked into the system.

Also, while I might not have the... passion, with which Derk the Smirk upthread put it, I agree that, as a GM, I need to respect the build my players are putting together. That doesn't mean I don't put a +1 Cold longsword in a treasure hoard when the barbarian is weapon focused on the greataxe; rather, I set the expectation that the party will sell the weapon, divide the proceeds and the barbarian will use her portion to upgrade her +1 greataxe to something better.

See, that is ALSO baked into the game. The RAW of this game contains rules to upgrade existing weapons for a reason. While a GM can choose to limit or penalize PCs that go this route, or can remove the rule altogether, the basic mechanics recognize that single weapon builds are definitely a thing.

My bigger problems these days are PCs who specialize in weapons that aren't really common to the area they're in. For example, I had one player toying with playing a net-and-trident build. He had a cool backstory, great stats (rolled) and was all set, until I laid out that the setting was largely land locked with a heavy influence from the dark ages. I told the player straight out that finding trident "drops" in treasure hoards was going to be extremely rare, so they were constantly going to have to use their Downtime to maintain/upgrade their weapon.

Now, I didn't say no to the build and would've encouraged other aspects of it with encounter building, giving this PC a chance to shine. Also Downtime is a thing in my games; it is rare that I don't provide at least a few significant chunks of it during a campaign. Still, the player decided after realizing that they'd be solely in charge of their own weapon upgrades decided to instead make a completely different PC and went with a paladin instead.

If you want players to use lots of different magic weapons, you have to incentivize them to do so. Some other systems, or optional rules in PF 1e, do this by removing weapon specialization and making combat bonuses more a part of the character instead of their gear. Other systems allow specialization to work, as Mr Cha suggested, on broader groups of weapons. Others still do away with magic items altogether.

One final note, kind of along Derkmandias' points: as a GM, why do you include weapons in magic treasure that you know your PCs aren't going to use? For example, if you have a shortbow-focused PC, a greataxe-focused PC, a druid and a bloodrager/brawler that mainly uses either their own natural attacks or reach wepaons, why would you drop a halfling slingstaff into a treasure hoard?

Now, I do it because the PCs were fighting an evil grippli alchemist that was using the slingstaff in the place of that alchemist vial-slinger weapon-thing that that class can use, in order to have the bombs he was flinging deal fire AND acid damage, so it might be a weapon specifically being used by the antagonist.

Other reasons might be that THIS type of weapon was common to the setting, so it's a setting-based clue, or perhaps it was just randomly rolled. Whatever the case, the next logical question any GM SHOULD have in their mind is: "what will my non-halfling, non-sling-focused PCs DO with this weapon?"

You are the GM. You control the entire world, outside of the PCs. At some point though, you have to realize that, because you don't control the PCs, your setting will HAVE to give a little to those PCs. Chastising them for not using the sub-optimal choices you've given them is trying to force your control onto the characters. Rather, you should set your expectation of the PCs doing whatever they want with the choices you give them and plan your own reactions accordingly.


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if you don't want to specifically tailor all the weapons to what the characters use, which does start to get a little silly at a certain point, you can modify the reason that players are hesitant to switch them up for mechanical reasons. Namely the pigeon hole the feats put you in. If your character has taken Weapon Focus: bastard sword and the accompanying stuff, they are going to be loathe to use anything other than a bastard sword because of the use of their limited feat choices. Our group has been playing by the Trailblazer fix to this since that came out, which simply changes the Weapon Focus (and similar) to weapon damage type instead of specific, so you take Weapon Focus: Slashing, Bludgeoning, Piercing, or Ranged and you get that bonus for all attacks of that type. This helps a lot towards solving this problem as characters are no longer tied to a single weapon type as much, and also helps out most any non-fighter class since they don't get the massive number of feats.

Shadow Lodge

The thing is, pathfinder can be a lot more specialized than just weapon focus. There are numerous feat chains, archetypes, traits, prestige classes, etc that are designed around the use of specific weapons.

Maybe you want to make an aldori swordlord, or a taldan rondelero duelist. How about a kapenia dancer? Maybe you want to play a shoanti barbarian fighting with thunder and fang. For any of these characters, you will likely lose the benefit of half your class features, feats, and other abilities if you don't wield the correct weapon(s).


not sure if that is reply to me or not, if so, yeah you just change all of that to be damage type instead of the specific weapon. You can still use your Aldori dueling sword with your Aldori Duelist, you just don't have Weapon Focus: Aldori Dueling Sword anymore, you have Weapon Focus: Whatever damage type it is. Nothing else changes, save now the character could also pick up another weapon of the same damage type and receive the benefit from their feats/class abilities.


I think the point being made was that there are specific class features, archetypes, and other non-weapon focus feat chains built around very specific weapons. Your suggestion helps mitigate some of the issue, as do everyone else's, but some of those features are inextricably linked to specific weapons, and changing to a more generic term or category for benefits would make the wording non-sensical and/or gut the build.


Now that I think on it a little more though, many of those feat chains are based around maneuver options of the weapons. If you added modified feats that includes key words like "reach" "grapple" "trip" "sunder" etc. weapon qualities, than it might be a step towards bridging the gap between your two points.


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I stole something from 2nd edition for my group, Steal enchantment. It's a one hour ritual that allows you to transfer the enchantment from one magical item to a non-magical one. The character that has access to that ritual is an elf, so they have the hours available to do some during the night.
This allows them to keep the items that they might have personally bonded with, but still has some small amount of time requirement for them to swap out, but YMMV.

Shadow Lodge

Taldan Rondelero Duelist, fighter archetype. You fight with a falcata and buckler. You get to shield bash with your buckler. A special disarm maneuver with your buckler. A bonus to hit and damage with falcatas and bucklers. You then take the taldan duelist feat that gives you aditional bonuses only while fighting with falcata and buckler. You also took weapon focus, specialization, improved crit, all that only work with specified weapons.

For an aldori swordlord you might have taken one of a dozen different aldori sword specific feats, half a dozen traits, 3 class archetypes, and a prestige class. All of which specify what weapon you must be using for them to work.

Weapons are not balanced. The kapenia dancer class lets you do all sorts of stuff with a bladed scarf, but the bladed scarf is a crappy weapon at 1d6/x2 for an exotic 2 hander. If you let them use different weapons, then they bust out a falchion for 2d4/18-20, and you just threw the class balance out the window.

So you're dealing with a number of factors. One, weapon choice isn't just mechanical, it can be thematically tied to the setting. Two, the mechanical aspects were designed around being limited. Removing the limitations might open up new combinations that are far more powerful than intended. Three, players might want to roleplay something like being a samurai and using their daisho set and to toss it aside would be a disgrace to their ancestors. Four, it makes sense from a simulationist perspective. Real world martial artists also tend to focus on a limited set of style, weapon, or techniques to master.


I think some of this isn't a problem as far as this thread is concerned.

If a character is using their amcesteal martial-art-style that only works woth kukris, and because of that they throw away the enchanted Longsword that the party finds then that's not really a problem. They're selling the weapons to enhance roleplay, not in spite of it.

If your character finds a magical longsword that's posessed by their ancestor spirit but they throw it away because they've spent 9 feats and 2 class-dips in order to be better with kukris and now the Longsword is useless then this is the mechanics getting in the way of the roleplay, and it's a problem.

If it's not the mechanics getting in the way of the roleplay then I don't think it's really the problem this thread is trying to address.

(Note: Mechanics and roleplay don't always differ, but they can, and when they do is usually when people have problems.)

There was a thread recently where someone was having trouble keeping up with the other players. The GM gave the character a +5 Vorpal Longsword and the player was still having trouble. The character in question* had 10 STR, 22 DEX and Weapon Focus in a different weapon, so he was actually better off using a non-magical weapon than using this 200,000gp artifact-level weapon. This was a real problem for their game, and one that could easily have been solved with a little more personalised loot (or a slight modification of the feat rules or something.

*I don't actually remember the stats off-hand, but I do remember working out that they were better off without the Vorpal sword.


gnoams wrote:

Taldan Rondelero Duelist, fighter archetype. You fight with a falcata and buckler. You get to shield bash with your buckler. A special disarm maneuver with your buckler. A bonus to hit and damage with falcatas and bucklers. You then take the taldan duelist feat that gives you aditional bonuses only while fighting with falcata and buckler. You also took weapon focus, specialization, improved crit, all that only work with specified weapons.

For an aldori swordlord you might have taken one of a dozen different aldori sword specific feats, half a dozen traits, 3 class archetypes, and a prestige class. All of which specify what weapon you must be using for them to work.

Weapons are not balanced. The kapenia dancer class lets you do all sorts of stuff with a bladed scarf, but the bladed scarf is a crappy weapon at 1d6/x2 for an exotic 2 hander. If you let them use different weapons, then they bust out a falchion for 2d4/18-20, and you just threw the class balance out the window.

So you're dealing with a number of factors. One, weapon choice isn't just mechanical, it can be thematically tied to the setting. Two, the mechanical aspects were designed around being limited. Removing the limitations might open up new combinations that are far more powerful than intended. Three, players might want to roleplay something like being a samurai and using their daisho set and to toss it aside would be a disgrace to their ancestors. Four, it makes sense from a simulationist perspective. Real world martial artists also tend to focus on a limited set of style, weapon, or techniques to master.

yeah, still not seeing a problem. We've been using it for near a decade now and nothing involved in the change effects anything you just said on a practical level. At worst, the very last part, where someone may specialize in a specific weapon at the expense of all others, but then they can just not pick up a longsword if they've spent their adventuring career mastering a glaive. Or they can get a +1 to hit with it, neither is breaking anything.


Or, y'know... houserule power crystals.

Every Masterwork anything is made "masterwork" by the inclusion of a housing that can be fitted with a magic power crystal. Said crystals can be mined in their raw state, at which point the power in them lays dormant.

A magic crystal, in the hands of a crafter with the correct crafting feat can be "awakened" to be a weapon crystal, armor crystal, wondrous item crystal, and so on. Once so awakened, they are then empowered by the crafter with the correct spells; the process consumes other materials as well. In the end, the crafter inserts the empowered, awakened power crystal into the device it was intended for.

So... a crafter makes a crystal to give a battle axe +1 attack and damage. Then 100 years later the kukri guy in the party finds the battle axe and goes - hey cool! I can use that power crystal on one of my knives!

Take the axe back to town, get a mage to transfer the crystal for a nominal fee, and wham! you have a +1 kukri totally within the setting. You've also got an axe that's still worth like, 365 GP or something that you could pawn for half.


as another take on that, I've used a Master Smith before, an NPC who shows up early and explains that they are tasked by some power or just their own inquisitiveness to study all manner of weapons and armor, offering to take anything the group finds, study it, break it down and then if they so desire, apply their new knowledge to the benefit of the group. Or mechanically; give him the +1 shocking longsword to study and breakdown and then he'll enchant your mace to be +1 shocking.

This also helps with the question of what to do with the mountain of Unholy weapons and other items the typical good party is loath to use.

Dark Archive

Mark Hoover 330 wrote:
Or, y'know... houserule power crystals.

One way to flavor this up would be to use cold iron being twice as hard to enchant as precedent for saying that metal in general is hard to enchant, perhaps because magic is somehow imbued with life-energy or something and metal is 'cold' and doesn't contain magic well, but crystals totally do, so it's easier and more efficient to place a power crystal in the hilt of a weapon and enchant the crystal, than to try and get the magic to 'stick' to the weapon itself.

And trained individuals can remove a crystal and implant it into a different weapon, without risking the magic imbued within it. (Perhaps PCs can learn to do so, perhaps only NPC magewright-smiths, depending on how, as a GM, you want to deal with it.)

Druids might have a small advantage at this, being attuned to the natural magics involved, which would alter the flavor considerably, if so. (Or they might have, in the past, but arcanists and other divine casters have figured it out and eliminated their previous advantage. Perhaps even other casters get involved, like it was an alchemical process that first allowed a crystal to be removed and implanted in a new item, which also was later figured out by others as well?)


Derklord wrote:

Of course, my comment was mainly about game mechanics. In Golarion and other settings using the Pathfidner rules, crafting a magical non-composite bow would be a bad business tactic. The +25gp is negligible compared to the price of a magic weapon (at least 2375gp), and being able to add adaptive should greatly improve resale value.

While I agree that the additional cost of making a bow composite is fairly negligible for a magic weapon, it isn't quite as negligible as you're thinking. Sure, a composite longbow only costs 25 gp more than a regular longbow, but that's a +0 Strength modifier bow. It also costs 100 gp per +1 Str mod you want the bow to provide.

This makes it both more costly and trickier for crafters to make the "right" choice, because if you make the modifier too high, many customers can't use it effectively, and if you make it too low, stronger customers won't want it. Magic composite bows really need to be custom orders, and it's probably more logical to just make all of them Adaptive.


I've always felt that hyper-specializing with a specific weapon or the like should come with certain risks/vulnerabilities.
If you use most of your resources getting better in situations where everything is exactly as you want it, then situations where the odds are against you will be made even more difficult.
The guy who uses six feats and half his wealth to make himself better and better at using some specific exotic weapon will be more potent than a character taking a more generalized approach. In ideal situations. But if both of their respective weapons are stolen/destroyed, they're fighting in a tight cave tunnel/spider web/grapple or in adverse conditions, the all-comers build will be hurt less. One operates at 150%/25% efficiency, where as the other is at 100%/75%.

I personally think the latter character makes for a more compelling, relatable one, but that's a while different topic. I don't mind making someone pay the piper for being a one-trick pony.

I think the Magicmart problem is a big part of this whole issue as well. I let my players know that they will not be punished for keeping "suboptimal" items, I limit the number of magic item-vendors (sometimes to zero), and use almost exclusively custom magic items. All of this helps me establish that magic is strange and wondrous and mysterious. The more easily cataloged and categorized magic items become, the less magic will seem to be, well, magical.


Sysryke wrote:
I think the point being made was that there are specific class features, archetypes, and other non-weapon focus feat chains built around very specific weapons. Your suggestion helps mitigate some of the issue, as do everyone else's, but some of those features are inextricably linked to specific weapons, and changing to a more generic term or category for benefits would make the wording non-sensical and/or gut the build.

Yeah, a lot of character builds and character concepts are based on certain kinds of gear. A GM placing specific treasures for the players to find and use often amounts to the GM opining about the characters the players should be building, and that is not always welcome.


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Quasi-seconding Rauðúlfur's post above. In the Kingmaker campaign I'm running, the party encountered these crystals with souls/spirits in them underneath one PC's childhood village. TL;DR: when shattered, some of the spirits entered the party's weapons and armor to enhance them (and I just had one PC's axe also 'swallow' up a Belker that it killed last encounter), but one crystal which remained unshattered actually contains the soul of the crystal-trapper-creator dude. And the next time our Wizard (who hasn't crafted anything since this arc) sits down to craft, he'll find that he can transfer enchantments from one item to another similar item (weapon to weapon, armor to armor, ring to ring, etc), or he can break down an enchantment into a reservoir that can be used for later enchantment. So if they don't want to use the +2 warhammer they found, or place the +2 on another item, they can break down the +2 enhancement into 4000gp worth of weapon enhancement-equivalent energy to be used at a later date.


JiaYou wrote:
Quasi-seconding Rauðúlfur's post above. In the Kingmaker campaign I'm running, the party encountered these crystals with souls/spirits in them underneath one PC's childhood village. TL;DR: when shattered, some of the spirits entered the party's weapons and armor to enhance them (and I just had one PC's axe also 'swallow' up a Belker that it killed last encounter), but one crystal which remained unshattered actually contains the soul of the crystal-trapper-creator dude. And the next time our Wizard (who hasn't crafted anything since this arc) sits down to craft, he'll find that he can transfer enchantments from one item to another similar item (weapon to weapon, armor to armor, ring to ring, etc), or he can break down an enchantment into a reservoir that can be used for later enchantment. So if they don't want to use the +2 warhammer they found, or place the +2 on another item, they can break down the +2 enhancement into 4000gp worth of weapon enhancement-equivalent energy to be used at a later date.

Thank you. I know it is also verboten, but there is also the concept of residuum from the dark edition. A similar ritual to that could be used to infuse it into a weapon. If you take the residuum from a +1 flaming weapon, maybe the residuum has a fiery essence?


Y'know, another way to handle handing out giving out cool/useful loot, specifically weapons, is to just tell your gear specialists about them. Like, how hard is it to design a side quest for your glaive focused fighter, or thunder-and-fang barbarian or whatever, where the gear they covet was once worn by this famous person and then they were buried with it, now monsters have moved in and they can have the gear if they defeat the monsters?

Last, but certainly not least... encourage character development and Downtime. Promise to hand out a free Master Craftsperson (I know, the feat is called Master Craftsman but that feels reductive) feat to any PC willing to put 5 ranks into an appropriate Craft feat and make some really impressive masterwork item (say, DC 20 with no Aid Another or Take 10). Work it into the story, give appropriate Downtime days/weeks/months, and then 2 levels later hand them another bonus crafting feat (either Craft Magic Arms and Armor, or Craft Wondrous Item) and just let the players make all their own unique, specialty gear.

Who cares then if you give out +1 Verminbane maces or whatever. The PCs will just take them, sell them, then go make their own stuff.

Even better, if you want truly one-of-a-kind items, suggest to your players they use formulae that they make up. Like, what if you have a PC take 5 ranks in Profession: Tanner, makes a unique masterwork winter blanket from some rare hide, then picks up Craft Wondrous? Maybe they throw the Cleric spell Ice Armor on it so when they wrap the blanket around themselves they get a +2 Armor bonus, or if they lay out the blanket over water it goes rigid and becomes buoyant so they can use it like a raft?

I don't know, it just seems like we GMs drive ourselves crazy trying to either please our players or alternatively keep verisimilitude in our games, when really if the players handle their own fun it could potentially kill both Blood Hawks with one Magic Stone.

Shadow Lodge

That makes me think of something else, a side note on timing. Say one of your pcs uses a longsword. They currently have a +2, so you add a +3 one into some treasure. Great, they will be happy right? Well, normally yes, but... You just came off a month of downtime, and your player spent their downtime forging a sword and enchanting it to +2. Then they go to adventure with their new +2 sword and the first loot the get is an upgrade. You just negated their month of downtime with cruel irony.

I considered taking master craftsman in ruins of azlant where I built a tannery in the settlement and had ranks in profession tanner. The GM told me it would only work to make magic items made of hides. When I tried to explain how awful that restriction would make an already poor feat, he got mad at me like I was trying to game the system.

In my home games, I let everyone craft without feats by using the dynamic magic item crafting rules from unchained. They can still take the feats and craft by the normal rules if they want.

Personally, I don't like the idea of just giving out a +2 upgrade gem they can put on anything. I like having treasure be a choice where they can use it as found or sell it for half. Keeping something gives you more gp value, but selling it gives you customization. For this reason, I often try to drop loot that is useful, but not what players would normally buy themselves.


Mark Hoover 330 wrote:


Even better, if you want truly one-of-a-kind items, suggest to your players they use formulae that they make up. Like, what if you have a PC take 5 ranks in Profession: Tanner, makes a unique masterwork winter blanket from some rare hide, then picks up Craft Wondrous? Maybe they throw the Cleric spell Ice Armor on it so when they wrap the blanket around themselves they get a +2 Armor bonus, or if they lay out the blanket over water it goes rigid and becomes buoyant so they can use it like a raft?

I don't know, it just seems like we GMs drive ourselves crazy trying to either please our players or alternatively keep verisimilitude in our games, when really if the players handle their own fun it could potentially kill both Blood Hawks with one Magic Stone.

Yeah...no this is a bad idea. Let me give examples.

So a player in one of our games really wants to use the Magic Item Creation rules, as a player. His very first idea was he wanted a permanent Cure Light Wounds Rock. Not a wand, he didn't want to take the feat. Permanent as in he could cast an unlimited amount of 1d8+1 CLW spells for a one time cost. According to the formula it would be 1,800gp. Oh, and since it was a wonderous item anyone could use it with a command word.

The answer was no. Honestly, such an item eliminates the need for a healer. Also its excessively cheap in comparison to using wands. The item is worth more than the formula would indicate. How much exactly? Honestly its hard to say, but just the idea of allowing an unlimited amount of healing unbalances the game.

Something else the same player really wanted was to be able to make one-shot talismans that would let anyone use them to cast low level buffs.

So essentially he wanted to re-invent the potion, except as a Wonderous Magical Item and without any of the restrictions associated with potions. Like being able to cast the spell in question (it was from a different class that nobody there had access to), or any consideration of being a personal spell.

Giving players cart blanch to design their own magic items should create more problems than its worth. Unless you really don't care about that game balance notion.


Yeah, no it is a good idea, as long as you're working WITH the players.

I'm not saying cart blanch and if it came across that way I'm sorry. What I was getting at was that the players should conceptualize their own gear. Do I think permanent 1d8 +1 healing for everyone all the time is a good idea? No. Would I just tell my player "no" and move on? No.

You want a rock that permanently heals people, based on CLW? Fine... you put the spell on the rock, permanize it, and now their natural healing rate doubles. Or they can only receive the benefit of it once in a day. Or using the rock disintegrates it, so it's more like one of the Dusts or Pigments that you can make with Craft Wondrous Item. There's an Ioun stone with False Life on it; it doesn't just cast the spell on you whenever you want, it gives you a flat 5 temp hp and stacks with other sources. Maybe your CLW rock floats around your head, is crafted from a gem instead, and it gives you +5 on the Heal check for curing HP damage or something. Heck, there's gloves of First Aid that cost 2250 GP for 10 sapphires' worth of Cure spells or Breath of Life. Just because a player CAN find a way to make something cheaper and more game breaking, that doesn't mean as a GM I'm obligated to do so.

As for that player's talismans... so what? You could make them craft a "talisman" version of any number of low-level buffs that already exist as one-use items in Wondrous Items as Elixirs, Unguents, Pigments, War Paints, Dusts and so on. If the player INSISTS on making the potion version, that casts the literal spell on the user, either charge them more money to craft it or tell them they have to make a potion. Period. You don't have to give the players everything they want.

At the same time though, just saying "no, this is bad" and leaving it there is a tad reductive Mei-tastic.

I've had positive experiences doing this sort of thing with players. I've had an archer start out wanting Gauntlets of True Strike that just cast True Strike on him all the time. Its a level 1 spell, gives them +20 on their next attack, and as a permanent item he was like "it's only 1800 GP". I didn't just GIVE them to him, but we found a compromise.

First off I asked why he wanted them. The player just wanted to auto-hit from long range all the time. I was like "ok, what if they just gave you either 1 big bonus or several incremental bonuses per range increment, just on a permanent basis." We eventually settled on gauntlets that let him get +2 to hit with a bow (that's the bonus he could afford). Since he used True Strike though I included, at no added cost, the ability to 3/day fire a single arrow with +20.

Now, did he go on to take levels in Arcane Archer, exploit the +20 arrows and deal massive spell damage from insane ranges? Certainly, but then I planned encounters around this ability. He had fun, had special gauntlets unique to him, and I learned how to build encounters a bit better.

So, since I had a POSITIVE experience with it, does that prove this is a good idea? Yes and no; your table may vary. Suffice it to say that it CAN yield positive results. You had a bad experience doing this with your players, and I've had that happen as well; those don't invalidate the opportunity this solution presents, only illustrates the different results you might get.

Again, I'm sorry if you took my post to mean that players just get to do whatever they want, all the time. But know also that my philosophy, as the GM, is that I don't get to do whatever I want all the time either, at least when it comes to player decisions and PC actions. The game for me is a collaboration between GM and player and crafting unique items should be too, in my opinion.


Meirril wrote:
Yeah...no this is a bad idea...he wanted a permanent Cure Light Wounds Rock...

The chapter on magic item creation is pretty clear that crap like this doesn't work. It's right there in the rulebook (see Mark Hoover 330's continuous True Strike effect--literally in the book as an example as to what the formula are NOT meant to do). So I hardly think this constitutes evidence that letting players have a hand in magic item creation is a bad idea.

If at any point someone is trying to abuse the rules, ruin your game, or do something decent people shouldn't do, you stop them.
You're the GM. You get the last word.
--I don't really see how those concepts aren't just a given at all times. If I had an sp for every time someone answered a question with "of your GM says so", or saw the general "this could possibly lead to to problems so never do it, ever" mindset at work...


The first rule of magic item creation is to see if there's already an item that does the same thing. If there is you use that as a price guide.

CLW Rock = BOOTS OF THE EARTH.

They're different, but essentially they're both unlimited healing ... out of combat healing (they can both be used in combat, but not effectively). The Rock would heal the party ~5 times faster than the boots, so it should be more expensive. I don't know if I'd make it 5 times as expensive (it's still out of combat healing), but I'd make it least twice as much. (The formulas would have it more than that because it' slotless etc, but it's doing the same job so whatever)

So you're looking at around 5,000gp at least.

There are 2 caveats to this:
1. The Boots of the Earth do break the game, in that you get unlimited healing for the entire party for 2,500gp (crafted). It takes time but it stops the need for tracking resources to keep the party healed over time. As a result this is a contentious item that is often banned.
2. To counter that, tracking resources to keep the party healed isn't fun for anyone. At a certain point it amounts to carrying around a sack full of wands and just ticking them off between combats.
(The way we handled this is to give the boots a "must be worn for 24 hours" clause. I Have them on my tanky character but I can't share them with the group.)


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Just remembered something from an old group that might be useful back on the original "distribution" line of this thread. I had a GM who used to require us all at the start of the campaign to provide him with "wish lists". Basically, we all gave him note cards with half a dozen or so specific magic items (or concepts) that our character's would like to have. He would then sprinkle those items into loot drops throughout the campaign. He might also drop in custom made or story items he hoped we'd like/use, but this made for a good balance between keeping/valuing treasures, and still selling some loot off. Player's felt more directly considered and rewarded, and there were less role play vs. mechanics, in character vs. out of character arguments about what to do with loot. Might be useful for some folks.

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