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<blockquote data-quote="steeldragons" data-source="post: 5837790" data-attributes="member: 92511"><p>So...in Orea, World of the Steel Dragons, my homebrew setting (mostly 1 & 2e with a couple of other random elements tossed in over the years)...</p><p></p><p>1. Ability scores generation method?</p><p><span style="color: MediumTurquoise">4d6, drop the lowest, arranged as desired. If a player doesn't have a concept and wants to let the dice fall where they may and go in order, they are welcome to. If a player gets pretty "sub-standard" or "nothing that good (15 or higher)" results I am inclined to allow re-rolls of some or all and/or, rarely, a 2-to-1 "point swap" (take 2 out of some ability and add 1 to the ability you want better).</span></p><p></p><p>2. How are death and dying handled?</p><p><span style="color: MediumTurquoise">Unconscious at 0 HP. Dead at -10.</span></p><p></p><p> 3. What about raising the dead?</p><p> <span style="color: MediumTurquoise">It is uncommon to rare, difficult and expensive. Not all temples are capable of doing so and those they do, having clerics capable of the miraculous feat are fewer and farther between. Mostly just an issue at lower levels, once the party can do it themselves, it's no big deal...though sometimes the Goddess of Death doesn't want to let them come back...side-quest to the Underworld, anyone?</span></p><p></p><p>4. How are replacement PCs handled?</p><p><span style="color: MediumTurquoise">As seamlessly as possible. They are found captive or fighting or fleeing, alone, some monster and need the party's help. If in civilized areas (towns, a keep, etc.) easy enough to have them "assigned" to help the party or just "bump into them in the tavern" or whatever. But some kind of "story/in-game" reason for them to be joining the group. Noone just "appears" there or is "retcon-ed" in.</span></p><p></p><p> 5. Initiative: individual, group, or something else?</p><p><span style="color: MediumTurquoise">Group...unless a member of the group is separated or far enough away from them (a thief or ranger scouting ahead, for example), then individual first and group coming into play when everyone catches up.</span></p><p></p><p> 6. Are there critical hits and fumbles? How do they work?</p><p><span style="color: MediumTurquoise">There are. Natural 20 always hits. Max damage (including strength and all other bonuses) X 2. If that's a killing blow, then probably some cinematic moment of "awesome" (a decapitation or what have you).</span></p><p><span style="color: MediumTurquoise"></span></p><p><span style="color: MediumTurquoise">Fumbles, generally, only mean that you've, literally, fumbled and dropped your weapon. I have played in games/had groups where all kinds of bad things can happen (damage the weapon, hit your friends, hit <em>yourself</em>!, etc). But we generally do not pull out <em>THAT</em> chart in most of my games. </span></p><p> </p><p>7. Do I get any benefits for wearing a helmet?</p><p><span style="color: MediumTurquoise">Only if something is landing on their head. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></span></p><p></p><p> 8. Can I hurt my friends if I fire into melee or do something similarly silly?</p><p><span style="color: MediumTurquoise">Uh...YEAH!</span></p><p></p><p> 9. Will we need to run from some encounters, or will we be able to kill everything?</p><p><span style="color: MediumTurquoise">Discretion is the better part of valor! Learn it. Love it. Live it...and maybe be able to keep living. </span><img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p> 10. Level-draining monsters: yes or no?</p><p><span style="color: MediumTurquoise">Nah. I, long ago, did away with that. Replaced it with ability score drains, lingering effects, and the like. Can kill ya just as easily without taking away from the PCs' hard won XP. I reeeeally reeeeally hated doing that in yester-years and basically just never used any Level-draining monsters in my games until I switched that.</span></p><p> </p><p> 11. Are there going to be cases where a failed save results in PC death?</p><p> <span style="color: MediumTurquoise">Sure. Absolutely.</span></p><p></p><p>12. How strictly are encumbrance & resources tracked?</p><p><span style="color: MediumTurquoise">Meh. Encumbrance, not really until it starts getting ridiculous/someone tries to take advantage. My players are typically pretty realistic about their PCs and how much they can carry v. how quick they want to move. Arrows and food and water, how many coins you have left (only really a concern at low levels) YES! But not much further than that.</span></p><p> </p><p>13. What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?</p><p><span style="color: MediumTurquoise">When a PC gains a level...this is largely circumstantial. Training during downtime whenever possible...but it's not always...and I don't like to screw my players in the middle of a adventure nor do I care for the story interruption of "Ok, then we're leaving/have to go back to town"...particularly when there isn't a town for quite some distance. </span></p><p><span style="color: MediumTurquoise"></span></p><p><span style="color: MediumTurquoise">Fighter and Rogue-types I generally let just level up. Clerics and Druids can more or less "meditate" their way up. Special Abilities (Paladinic powers, druidic/specialty priest abilities that come at certain levels)? Yes, those require "training."</span></p><p><span style="color: MediumTurquoise"></span></p><p><span style="color: MediumTurquoise">Mages are the most difficult, since they have to have spells to study/learn...<em><strong>NO, you absolutely do NOT get spells automatically!</strong></em> Spells do not just twinkle into existence on the pages of your grimoire! So if you go up and can get 3rd level spells, but have no 3rd level spells on your person, you're kinda SOL. So I do tell players to be thinking ahead, keep some scrolls on them for such an occasion, etc.</span></p><p><span style="color: MediumTurquoise"></span></p><p><span style="color: MediumTurquoise">In those cases when there's a spell slot with no spells to fill it, I generally allow the MU to take extra lower level spells to fill that spell level. i.e. A mage gains enough mid-adventure to begin using 4th level spells, but has none to put in their spellbook. Until such time as they can, they can take an extra 4 1st level spells or 2 extra 2nd level spells or 2 1st and 1 2nd, whatever as long as they don't exceed 4 spell levels. (I do not allow higher than 2nd level spells in these kinds of RARE substitutions).</span></p><p><span style="color: MediumTurquoise"></span></p><p><span style="color: MediumTurquoise">I have, on occasion, been known to allow for "full training/resources" to be found mid-adventure...in limited/particular circumstances that will allow for the increase of ALL abilities and skills...but, again, as makes sense/keeping the world's internal consistency.</span></p><p></p><p> 14. What do I get experience for?</p><p><span style="color: MediumTurquoise">Treasure (GP value). Monsters defeated (not necessarily "kill" but "defeat"). Completing a story arc/adventure. Good, I should say "Exceptional" Roleplaying ("Good" Roleplaying is expected as a given or you're not gonna be playing for much longer)...Doesn't have to be some amazing speech to an NPC. Sometimes, just making the table crack up will get you some XP.</span></p><p></p><p> 15. How are traps located? Description, dice rolling, or some combination?</p><p> <span style="color: MediumTurquoise">Find traps roll?</span> <span style="color: MediumTurquoise">Otherwise, they are "located" via the "*Click*Sproing* Wuh? *GACK!*Urk*" method.</span></p><p></p><p>16. Are retainers encouraged and how does morale work?</p><p><span style="color: MediumTurquoise">They aren't <em>dis</em>couraged. I've just never had players that were really interested in using them. Morale is case-by-case thing. Some creatures will run. Some won't. Some aren't smart enough to. Some have reason to or reason <em>not</em> to. I do not make the party roll Morale or anything like that. </span></p><p></p><p> 17. How do I identify magic items?</p><p><span style="color: MediumTurquoise">Vewwwwy carefuwwy. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Nah, I have the "identify spell" in my world, but it is mostly the purview of NPC mages, the diviners' guild, a cleric at the temple of the god of knowledge (or goddess of magic), or some such. </span></p><p><span style="color: MediumTurquoise"></span></p><p><span style="color: MediumTurquoise">Yes, it will cost you (though I gave up on 100gp pearls a loooong time ago, but at least some kind of "service/favor" if not actual gp) and yes, it takes time. But I basically say, ok, in a day, you can ID everything you need to...unless it's some kind of mega-uber-magic artifact thing...might take longer. But generally, when the party gets to civilization, with a decent magic-user in it, they can ID their stuff...unless the party mage has the spell and they want to waste the day's worth of time out in the field.</span></p><p></p><p> 18. Can I buy magic items? Oh, come on: how about just potions?</p><p><span style="color: MediumTurquoise">Curative Potions, yes. Relatively easily. Other simple potions (Strength or Speed, etc) perhaps. Depends on the size of the town/city, the relative skill of the apothecary or local witch or the priests in the abbey, etc.</span></p><p><span style="color: MediumTurquoise"></span></p><p><span style="color: MediumTurquoise">Scrolls of low level spells are basically able to be found/purchased in any "medium sized town or larger", somewhere there is a tower of the mages' guild or a reasonably adept scribe. But nothing over 2nd level spells are generally available. Even in large cities, getting a 3rd level spell on a scroll is going to be very rare (unless you're best friends with the resident archmage or something) and expensive (in gold and/or favors).</span></p><p><span style="color: MediumTurquoise"></span></p><p><span style="color: MediumTurquoise">Wands are generally not for sale though may be commissioned if you can find a mage or priest of adequate power and disposition...and also, will be expensive.</span> <span style="color: MediumTurquoise"></span></p><p><span style="color: MediumTurquoise"></span></p><p><span style="color: MediumTurquoise">Staves, rods, "major" magical items (like helms of brilliance or ethereal platemail), etc. will not be found "for sale."</span></p><p><span style="color: MediumTurquoise"></span></p><p><span style="color: MediumTurquoise">Weaponry and armor over +2 (whether by enchantment or "masterwork" skill) will <em>never</em> be available for purchase no matter how large the town or city.</span></p><p><span style="color: MediumTurquoise"></span></p><p><span style="color: MediumTurquoise">Some minor miscellaneous items may be found/acquired, sometimes by accident, in larger settlements from merchants, "minor magic or potion shoppes", an aristocratic dealer in "arcane curiosities" and the like...or particular smaller communities (getting some boots of elvinkind in a village in the kingdom of the elves is not so difficult, for example).</span></p><p></p><p>19. Can I create magic items? When and how?</p><p><span style="color: MediumTurquoise">Maybe. When you're older. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> But yes, over 10th level, a mage or priest may opt to create items of their own...given the proper materials, immense amount of time, energy, and wealth it will require on a case-by-case basis. "Altering/adding" to an existing item is not so difficult...though still expensive and requires time (if not as much). Needless to say, I've yet to have any PC craft their own items.</span></p><p> </p><p>20. What about splitting the party?</p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /><span style="color: MediumTurquoise">!!!! Are ye daft, man?!?! NEVER split the party! But...ya know...Players will be Players and they do anyway...hilarity oft ensues.</span><img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p></blockquote><p></p>
[QUOTE="steeldragons, post: 5837790, member: 92511"] So...in Orea, World of the Steel Dragons, my homebrew setting (mostly 1 & 2e with a couple of other random elements tossed in over the years)... 1. Ability scores generation method? [COLOR=MediumTurquoise]4d6, drop the lowest, arranged as desired. If a player doesn't have a concept and wants to let the dice fall where they may and go in order, they are welcome to. If a player gets pretty "sub-standard" or "nothing that good (15 or higher)" results I am inclined to allow re-rolls of some or all and/or, rarely, a 2-to-1 "point swap" (take 2 out of some ability and add 1 to the ability you want better).[/COLOR] 2. How are death and dying handled? [COLOR=MediumTurquoise]Unconscious at 0 HP. Dead at -10.[/COLOR] 3. What about raising the dead? [COLOR=MediumTurquoise]It is uncommon to rare, difficult and expensive. Not all temples are capable of doing so and those they do, having clerics capable of the miraculous feat are fewer and farther between. Mostly just an issue at lower levels, once the party can do it themselves, it's no big deal...though sometimes the Goddess of Death doesn't want to let them come back...side-quest to the Underworld, anyone?[/COLOR] 4. How are replacement PCs handled? [COLOR=MediumTurquoise]As seamlessly as possible. They are found captive or fighting or fleeing, alone, some monster and need the party's help. If in civilized areas (towns, a keep, etc.) easy enough to have them "assigned" to help the party or just "bump into them in the tavern" or whatever. But some kind of "story/in-game" reason for them to be joining the group. Noone just "appears" there or is "retcon-ed" in.[/COLOR] 5. Initiative: individual, group, or something else? [COLOR=MediumTurquoise]Group...unless a member of the group is separated or far enough away from them (a thief or ranger scouting ahead, for example), then individual first and group coming into play when everyone catches up.[/COLOR] 6. Are there critical hits and fumbles? How do they work? [COLOR=MediumTurquoise]There are. Natural 20 always hits. Max damage (including strength and all other bonuses) X 2. If that's a killing blow, then probably some cinematic moment of "awesome" (a decapitation or what have you). Fumbles, generally, only mean that you've, literally, fumbled and dropped your weapon. I have played in games/had groups where all kinds of bad things can happen (damage the weapon, hit your friends, hit [I]yourself[/I]!, etc). But we generally do not pull out [I]THAT[/I] chart in most of my games. [/COLOR] 7. Do I get any benefits for wearing a helmet? [COLOR=MediumTurquoise]Only if something is landing on their head. :)[/COLOR] 8. Can I hurt my friends if I fire into melee or do something similarly silly? [COLOR=MediumTurquoise]Uh...YEAH![/COLOR] 9. Will we need to run from some encounters, or will we be able to kill everything? [COLOR=MediumTurquoise]Discretion is the better part of valor! Learn it. Love it. Live it...and maybe be able to keep living. [/COLOR]:devil: 10. Level-draining monsters: yes or no? [COLOR=MediumTurquoise]Nah. I, long ago, did away with that. Replaced it with ability score drains, lingering effects, and the like. Can kill ya just as easily without taking away from the PCs' hard won XP. I reeeeally reeeeally hated doing that in yester-years and basically just never used any Level-draining monsters in my games until I switched that.[/COLOR] 11. Are there going to be cases where a failed save results in PC death? [COLOR=MediumTurquoise]Sure. Absolutely.[/COLOR] 12. How strictly are encumbrance & resources tracked? [COLOR=MediumTurquoise]Meh. Encumbrance, not really until it starts getting ridiculous/someone tries to take advantage. My players are typically pretty realistic about their PCs and how much they can carry v. how quick they want to move. Arrows and food and water, how many coins you have left (only really a concern at low levels) YES! But not much further than that.[/COLOR] 13. What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time? [COLOR=MediumTurquoise]When a PC gains a level...this is largely circumstantial. Training during downtime whenever possible...but it's not always...and I don't like to screw my players in the middle of a adventure nor do I care for the story interruption of "Ok, then we're leaving/have to go back to town"...particularly when there isn't a town for quite some distance. Fighter and Rogue-types I generally let just level up. Clerics and Druids can more or less "meditate" their way up. Special Abilities (Paladinic powers, druidic/specialty priest abilities that come at certain levels)? Yes, those require "training."[/COLOR] [COLOR=MediumTurquoise] Mages are the most difficult, since they have to have spells to study/learn...[I][B]NO, you absolutely do NOT get spells automatically![/B][/I] Spells do not just twinkle into existence on the pages of your grimoire! So if you go up and can get 3rd level spells, but have no 3rd level spells on your person, you're kinda SOL. So I do tell players to be thinking ahead, keep some scrolls on them for such an occasion, etc. In those cases when there's a spell slot with no spells to fill it, I generally allow the MU to take extra lower level spells to fill that spell level. i.e. A mage gains enough mid-adventure to begin using 4th level spells, but has none to put in their spellbook. Until such time as they can, they can take an extra 4 1st level spells or 2 extra 2nd level spells or 2 1st and 1 2nd, whatever as long as they don't exceed 4 spell levels. (I do not allow higher than 2nd level spells in these kinds of RARE substitutions). I have, on occasion, been known to allow for "full training/resources" to be found mid-adventure...in limited/particular circumstances that will allow for the increase of ALL abilities and skills...but, again, as makes sense/keeping the world's internal consistency.[/COLOR] 14. What do I get experience for? [COLOR=MediumTurquoise]Treasure (GP value). Monsters defeated (not necessarily "kill" but "defeat"). Completing a story arc/adventure. Good, I should say "Exceptional" Roleplaying ("Good" Roleplaying is expected as a given or you're not gonna be playing for much longer)...Doesn't have to be some amazing speech to an NPC. Sometimes, just making the table crack up will get you some XP.[/COLOR] 15. How are traps located? Description, dice rolling, or some combination? [COLOR=MediumTurquoise]Find traps roll?[/COLOR] [COLOR=MediumTurquoise]Otherwise, they are "located" via the "*Click*Sproing* Wuh? *GACK!*Urk*" method.[/COLOR] 16. Are retainers encouraged and how does morale work? [COLOR=MediumTurquoise]They aren't [I]dis[/I]couraged. I've just never had players that were really interested in using them. Morale is case-by-case thing. Some creatures will run. Some won't. Some aren't smart enough to. Some have reason to or reason [I]not[/I] to. I do not make the party roll Morale or anything like that. [/COLOR] 17. How do I identify magic items? [COLOR=MediumTurquoise]Vewwwwy carefuwwy. ;) Nah, I have the "identify spell" in my world, but it is mostly the purview of NPC mages, the diviners' guild, a cleric at the temple of the god of knowledge (or goddess of magic), or some such. Yes, it will cost you (though I gave up on 100gp pearls a loooong time ago, but at least some kind of "service/favor" if not actual gp) and yes, it takes time. But I basically say, ok, in a day, you can ID everything you need to...unless it's some kind of mega-uber-magic artifact thing...might take longer. But generally, when the party gets to civilization, with a decent magic-user in it, they can ID their stuff...unless the party mage has the spell and they want to waste the day's worth of time out in the field.[/COLOR] 18. Can I buy magic items? Oh, come on: how about just potions? [COLOR=MediumTurquoise]Curative Potions, yes. Relatively easily. Other simple potions (Strength or Speed, etc) perhaps. Depends on the size of the town/city, the relative skill of the apothecary or local witch or the priests in the abbey, etc. Scrolls of low level spells are basically able to be found/purchased in any "medium sized town or larger", somewhere there is a tower of the mages' guild or a reasonably adept scribe. But nothing over 2nd level spells are generally available. Even in large cities, getting a 3rd level spell on a scroll is going to be very rare (unless you're best friends with the resident archmage or something) and expensive (in gold and/or favors). Wands are generally not for sale though may be commissioned if you can find a mage or priest of adequate power and disposition...and also, will be expensive.[/COLOR] [COLOR=MediumTurquoise] Staves, rods, "major" magical items (like helms of brilliance or ethereal platemail), etc. will not be found "for sale." Weaponry and armor over +2 (whether by enchantment or "masterwork" skill) will [I]never[/I] be available for purchase no matter how large the town or city. Some minor miscellaneous items may be found/acquired, sometimes by accident, in larger settlements from merchants, "minor magic or potion shoppes", an aristocratic dealer in "arcane curiosities" and the like...or particular smaller communities (getting some boots of elvinkind in a village in the kingdom of the elves is not so difficult, for example).[/COLOR] 19. Can I create magic items? When and how? [COLOR=MediumTurquoise]Maybe. When you're older. ;) But yes, over 10th level, a mage or priest may opt to create items of their own...given the proper materials, immense amount of time, energy, and wealth it will require on a case-by-case basis. "Altering/adding" to an existing item is not so difficult...though still expensive and requires time (if not as much). Needless to say, I've yet to have any PC craft their own items.[/COLOR] 20. What about splitting the party? :eek::eek::eek::eek::eek::eek:[COLOR=MediumTurquoise]!!!! Are ye daft, man?!?! NEVER split the party! But...ya know...Players will be Players and they do anyway...hilarity oft ensues.[/COLOR]:devil: [/QUOTE]
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