404: Price Not Found


Rules Discussion


Laclale♪ wrote:
In other thread, I wrote:

There is no mention of price in Intelligent Items.

How to define its price rather than convert from 1e?

Exception: Intelligent relics in addition to other rewards.

For Party Treasure.

Please don't start multiple threads on the same topic.


CrystalSeas wrote:
Please don't start multiple threads on the same topic.

I know, but if staff answered only in their stream, I'm hard to understand.


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

There is no price on intelligent items simply because they cannot be purchased. They only enter a campaign if the DM decides to include them. They are unique items, priceless in more ways than one.

And, FWIW, you can't expect Paizo devs to chime in on your question, especially when all you could possibly want to know is already listed in the book. Their price is "-" = meaning there is no price.

Grand Lodge

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In my personal view the price "-" = meaning there is no price is deliberate by Paizo and I regard it as empowering for the GM.

This is my view - but in 2e I feel there has been a shift of power from players back towards GMs. And yes - that is fueling a lot of the discussions here on the rules forum.

The advantage of a price "-"

As GM I can set a price as it fits into the game. If I want the group to have an intelligent item then I can set the price low enough, so they can afford it. Or if it only has some intelligent aspects but otherwise isn't very powerful then I can also add it as plot device.

The disadvantage of a price "-"

As player you can't sell it for half price.
It is up to the GM to set a price for you if you want to buy it (anyhow - an intelligent item will be uncommon at best but more likely rare - so you depend on the GM to make it available RAW in any case)

In the end - if there is a trusting relationship between players and GM then a price of "-" doesn't matter as the GM will come up with a solution.


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Thod wrote:

As player you can't sell it for half price.

It is up to the GM to set a price for you if you want to buy it (anyhow - an intelligent item will be uncommon at best but more likely rare - so you depend on the GM to make it available RAW in any case)

As a class of items, one might say they are rare. But each intelligent item is unique - one of a kind. That's beyond simply being "rare".

This said, you can get a ballpark figure by checking what level it is, and how other items of a similar level are priced. But IMHO, the fact that the price is listed as "-" is indeed an intentional decision on the part of the devs. These items are "priceless". Any attempt to buy or sell such an item is an adventure of its own.


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Also putting a price of ownership of sentient being in your rulebook is essentially endorsing commodity slavery.


Thod wrote:
in 2e I feel there has been a shift of power from players back towards GMs

I think you mean PF2e has seen a significant shift in increasing the burden on the GM

‘power’, whatever you mean by that, was never a factor

besides the non-insignificant places where the rules actually say “the GM will decide”, or “the GM will usually”, or a like phrase,
there are so many vague, ambiguous, incomplete, or more than one of those aspects of the game throughout the CRB (and subsequent publications ) that these occur to the degree where
the GM has to virtually non-stop “come up with a solution”

if all we want to do is tell a story, we need zero rules for that
my group has even played that game where ‘storyteller’ is in the subtitle
however, that is not what we wanted to do when, well over a year ago, we picked up PF2e and started that as the game we’d play during our weekly sessions

what we we wanted was to play the next iteration of Paizo’s flagship game
to know what the designers were up to when they designed their game
not some ‘here is some stuff, though these blanks will need filling; you know, a do-it-yourself kit where you have to provide many of the needed materials as you go about doing it yourself’
we want to play a game where, at every turn, how the designers intended the systems mechanics would work was obvious
yeah, yeah, yeah, someone will whine about an encyclopedic sized rule book, or that this is impossible, or some other nonsensical rationalizing about why Paizo couldn’t do what many others (including themselves) have done at other times
I am not asking for perfection, or every nuance and oddity be covered
nor am I asking for ‘what should the NPC say here?’ or ‘this monster do there?’
what I mean is the common, banal, ordinary, everyday, encountered in many if not every session type aspects be covered and not in the ‘gee, what is going on in the latest thread on battleforms and special statistics?’ way we have see so very much of what is in the CRB et al and how it was [not] covered

an objective, disinterested review of the past year plus strongly suggests
- there was no comprehensive, internally consistent vision
- a bunch of various ideas were hodge-podged together without regard for how they dovetail with each other (or even if they do or can seemlessly fully mesh)
- there is next to zero interest by the-powers-that-be in clarifying any of the various ambiguous and incomplete portions of the rules (and zero interest in doing so in any way even vaguely resembling a ‘timely manner’)
- this lack of vision and providing clarifications is not the industry norm, seemingly unique to this entity


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Ooh are we on to the "find any thread with a passing note of the thing I want to moan about to put my rant in" phases of Sunday evening. Fabulous.


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Deth Braedon wrote:
the GM has to virtually non-stop “come up with a solution”

In every table-top RPG ever to have a GM role, forever thus far, regardless of whether the text in the book presents itself honestly by acknowledging that a GM is going to have to or appears to pretend the text is without any flaw or possible variance of interpretation.

You're literally just complaining that instead of the official text saying something specific but that results in tons of variance in interpretation to the point that questions come up as to what is intended and the designers have to chime in with "the GM should be able to work with the group to find the solution that fits best" the authors skipped to the end and had the official text say "this will vary."

Grand Lodge

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Deth Braedon wrote:
Thod wrote:
in 2e I feel there has been a shift of power from players back towards GMs

I think you mean PF2e has seen a significant shift in increasing the burden on the GM

Absolutely not - at least not for me. I make a decision - and we carry on.


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Malk_Content wrote:
Also putting a price of ownership of sentient being in your rulebook is essentially endorsing commodity slavery.

Basically this, and I've seen multiple threads where devs have stated they want to move away from those kinds of implications wherever they can.

And, to be honest, a price wouldn't be terribly helpful anyway. An intelligent item is, well, intelligent. It can choose who it works for, and has the ability to turn off literally all of its magical abilities for someone it doesn't like or who doesn't serve its interests. From that point of view a price on the item would be fairly meaningless; it's like someone refusing to work for the party as a hireling, something which incidentally, happened to my party in a game yesterday. We had a boat, wanted to sail to a dangerous location, but couldn't hire crew for any price simply because they didn't want to go. With intelligent items straddling the line between item and NPC I don't see why it would work differently.

Though this does give me a fun idea for a possible intelligent item, perhaps connected to the archdevil Mammon or the circle of Erebus, that only operates when the party sacrifices wealth to put in Hell's vaults.


Perpdepog wrote:
Though this does give me a fun idea for a possible intelligent item, perhaps connected to the archdevil Mammon or the circle of Erebus, that only operates when the party sacrifices wealth to put in Hell's vaults.

this one time at DnD-derivative camp, we had an item ...

intelligent magic item wrote:
hey buddies, look, it takes a lot of effort and energy to provide you all these special abilities and use my powers ...
confused PCs wrote:
uh, what do you mean? don’t you just do those? like this staff I have here? or Billy’s sword? or Wendy’s boots?
Quote:
oh puh-lease! that’s just insulting comparing me to those - how would you feel if I compared you to a worm or a bug? “don’t you just walk like a rat? swim like a fish?”
Quote:
oh you’re right, our bad; what should we do?
Quote:
I’m so glad you asked ...

...

Quote:
a full share?!?

and hilarity ensued


Also CRB wrote:
The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget.

To do with this.


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thenobledrake wrote:
Deth Braedon wrote:
the GM has to virtually non-stop “come up with a solution”
In every table-top RPG ever to have a GM role, forever thus far, regardless of whether the text in the book presents itself honestly by acknowledging that a GM is going to have to ...

uh, no

not to this degree
not on basic mechanics that will be encountered in many if not all sessions

of course the GM has to be deciding things like

Quote:
I want to look around town, see if there are any bounties posted and the like type stuff
Quote:
as I follow the path this large group of orcs took - you said it was easy to follow, right? - I’m looking for signs that a small group or even a single orc split off from the rest
Quote:
The creature notices you Palming the Object, and the GM determines the creature’s response.

no one had any dispute about that (that I am aware of)

what is being discussed is, for example
- what is meant by unattended in the phrase “up to two weapons, each of which must be wielded by you or a willing ally, or else unattended” and is that the same as in this sentence “If the slippers are left unattended for a while, they tend to attract spiders that nest inside.” or in this one “If left unattended for long enough, typically 1 minute, mindless minions usually don’t act, animals follow their instincts, and sapient minions act how they please.”?
- what is meant by “special statistics” in “If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties.”?
- how are animal companions and familiars supposed to be handled in exploration mode?
- if the party has to disengage and runaway during an encounter, and the only viable option is every player character will need their three actions to accomplish escaping, are animal companions and familiars supposed to be left behind? especially is not mature or have the independent ability?

the list of incomplete or excessively vague game mechanics is so long it is well past the statistically significant level
again, not talking about the storytelling elements that every GM is expected to be deciding every session (though this is almost always the aspect, like above, which is commented upon)


Should be obvious that you can't put a price on a halberd that calls you a b!~#*


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Deth Braedon wrote:

an objective, disinterested review of the past year plus strongly suggests

...............
the list of incomplete or excessively vague game mechanics is so long it is well past the statistically significant level

I'm curious what criteria you're using for your "objective" review. And what data you're using to measure statistical significance.


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Buying and selling intelligent/sentient beings is kind of creepy and violates the baseline lines/veils position of Paizo as I understand it.

Grand Lodge

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Laclale♪ wrote:
stuff

Are you the GM? Then make a decision that answers those questions to your satisfaction for your campaign. Its part of being the GM.

If you aren't the GM, then ask your GM.


well, my peep said

confused GM wrote:
I don’t know. I’m sure Paizo put that in there somewhere, as there is no way they would not have properly covered that. Just give me a lil time to figure out what the Paizo designers intended for this and I’ll get back to you.

the rules are silent and incomplete in so many areas

and my group is quite fed up with that being so excessively prevalent in this version that we almost quit PF2e entirely solely because of these swiss cheese aspects of the rules

instead, we have gone with not playing the parts where that is the case
no, we are not gonna write a single sentence, not pull a single ruling out of our backsides, to cover what should have been covered
we want to play the mechanics of the game as Paizo designers intended those basic game mechanics to function
and if a rule is absent or ambiguous, then we are following their lead of

Quote:
this section is so secondary, it can be done without, so no need to write it up - just skimp/skip over it and move on to the actually important stuff

so that’s what we’ve been doing - ignoring the stuff that was clearly so trivial it was left out and moving on to the parts which matter (and are properly covered)

it has both streamlined our play to where each session is more productive and reduced our dissatisfaction to where each session is more enjoyable
so a win-win all because we finally grokked well enough what they were slingin to cop their groove and swim in their wake instead of trying to cross it


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It's funny, because my group hadn't had any trouble and as the ever GM I've found it much easier. The only objective measure I have is time to prep and pf2 lets me run an rpg with a child in the house and pf1 didn't.


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Deth Braedon wrote:


uh, no
not to this degree

Uh, yes. And to a greater degree, also because every time Paizo explicitly says "the GM will determine this" that is less vague/incomplete than games which use other words but the results ends up being that the GM determines that thing (or game-play just stops).

Deth Braedon wrote:


not on basic mechanics that will be encountered in many if not all sessions

None of those parts of PF2 are actually at all vague, I know because I've been running the game since it launched and not run into a single case of not being able to find sufficient guidance in the rule-book to keep the game going, and it's the first game my buddy that just started GMing it a few months back has ever GMed and he's not stumbling over any of these "many if not all session" occuring "basic mechanics" that you're allegeding to be vague or incomplete either.

Even the three examples you give aren't actually so vague that everyone is going to react to them as you have. Many folks are going to just cruise right on playing the game, confident they aren't doing anything against the rules, without ever having considered that maybe the way the definition they are using for "unattended" isn't the right definition, or wondering if there are both "special statistics" and "non-special statistics" granted by form spells rather than it being clear that anything they add/alter to the character is what's being referred to there, or any other interaction of the rules that you find vague/incomplete but another person could easily believe they have the correct answer to with reasoning as simple as "because, duh, it's supposed to actually function."


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Agreed on the fact you should not be buying or selling intelligent beings, and on the fact that this game is on the whole very well written and explained. it helps if you use your brain to think about what words mean. The game defines an attended object as being on someone's person - which tracks with the normal definition. One can reasonably assume an unattended object is something not on someone's person, unless perhaps their goal is to write angry forum posts about unrealistic hypotheticals in bad faith.

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