new campaign and we're changing seats


Rules Questions


So we're starting a new campaign and I'm taking over the DM's chair. I finally get the chance to do all the weird little rules changes I've been thinking about for the last few years. Implementation of John Walt's Silver System, for instance.

Anyway, I had found and saved at some point a rule set for creating custom magic items for the players that scale up along with the players as they level up. That removes the "video game" dynamic of finishing an adventure, going back to ye olde Magic Walmart, and trading in your +1 weapons and armor for +2, also let's head over to aisle 18 and stock up on healing potions, and ya know I think we might have finally saved up enough for that Magic Carpet I've had my eye on for the last few months.

Problem is, now that I need it I can't find it.

Any pointers from the Hivemind?


are you talking about innate item bonus
or maybe automatic bonus progression?


Commentary
one issue with heirloom weapons and automatic bonus progression is character's get locked into a weapon or thing and it's hard to break out. Do you trade your +3 sword for that flying magical carpet? Will the GM allow it?

How you implement magic item acquisition in your game is part of your GM taste and style.

Org Play had a very open access policy and it kept magic items in the background of the game. Decry it as generic but it did shift focus away from crafting and that aspect of the game as everybody had to buy their items (only wizards got ONE item (their bonded object) at half cost). Some parts of it were idiotic (like pedantic adherence to RAW material composition of items).

In most Home Games PCs have to find a wizard or shop to craft an item or that has it. That's totally in the hands of the GM (so a lot of control).
I personally like PCs creating magic items and have them plan & draw out what they want, what materials, etc. They also have to make skill checks. It pulls them into the process keeping it from being just another +1 pig-sticker. It also lets other players just waive the process as they don't really care.
payment plans: in stock cash on demand. custom orders at price/2 then monthly payments or 55-65% on delivery. Prices depend on CHA, skill checks(prof, craft, perfm). yes, low CHA and unskilled pay more


zza ni wrote:

are you talking about innate item bonus

or maybe automatic bonus progression?

YES! Bonus progression - that's why I couldn't find it again. I never woulda remembered those keywords for a search.

But rather than attunement it will be that the items increase in power due to (some BS narrative reason I invent at the time). What I'm stealing here is the "at what level should I give them access to this?" aspect of it.

Many thanks.


I use the ABP in my campaigns and it works great. I kind of ignore attunement for the most part. The only time it really comes up is when the character wants to swap out weapons because they found one with better special properties, or changing the use of a shield.

What it really does is allow other items besides the big 6 to be used in the game.

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