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<blockquote data-quote="Arkhandus" data-source="post: 6123150" data-attributes="member: 13966"><p>Yes you can "take 10" on the Spellcraft checks to create magic items.</p><p></p><p>I don't think that adding abilities from items of a different slot would be acceptable in Pathfinder, given how it handles magic items in the core and the lack of guidelines for such a thing as far as I can find in Pathfinder. The designers clearly wanted all items of certain types to use the same slot, and it's supposed to be part of Pathfinder's balance, insofar as Pathfinder has any balance whatsoever.</p><p></p><p>And as for new-character levels, I never start new characters at quite the same level/XP total as active PCs. It would be unfair to those who stick around if every random new PC (who usually drop out without a word after wasting a lot of the GM's time and briefly entering play before they decide to just disappear) entered the game exactly on-par with the long-running PCs who have earned their treasure and XP through active participation. I do tend to give a slightly greater amount of bonus XP to active PCs of lower level than the others, when they actually participate and all, so they can gradually catch up in level. My general policy is to start new characters at one level or half a level behind the rest of the party (in XP and wealth), or at the same level (with minimum XP/wealth for it) as the lowest current PC only. Only serious munchkins and similarly-obsessed powergamers are unwilling to accept such a handicap at character creation, and those sorts tend to only cause trouble for the GM and other players anyway. While my games tend to have a larger proportion of combat to RP, I still run some sessions of pure roleplay, exploration, and/or investigation (with skill checks where appropriate) as well. There's usually one or two players in any group who won't do much during RP sessions, but that's okay as long as they're not being disruptive.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 6123150, member: 13966"] Yes you can "take 10" on the Spellcraft checks to create magic items. I don't think that adding abilities from items of a different slot would be acceptable in Pathfinder, given how it handles magic items in the core and the lack of guidelines for such a thing as far as I can find in Pathfinder. The designers clearly wanted all items of certain types to use the same slot, and it's supposed to be part of Pathfinder's balance, insofar as Pathfinder has any balance whatsoever. And as for new-character levels, I never start new characters at quite the same level/XP total as active PCs. It would be unfair to those who stick around if every random new PC (who usually drop out without a word after wasting a lot of the GM's time and briefly entering play before they decide to just disappear) entered the game exactly on-par with the long-running PCs who have earned their treasure and XP through active participation. I do tend to give a slightly greater amount of bonus XP to active PCs of lower level than the others, when they actually participate and all, so they can gradually catch up in level. My general policy is to start new characters at one level or half a level behind the rest of the party (in XP and wealth), or at the same level (with minimum XP/wealth for it) as the lowest current PC only. Only serious munchkins and similarly-obsessed powergamers are unwilling to accept such a handicap at character creation, and those sorts tend to only cause trouble for the GM and other players anyway. While my games tend to have a larger proportion of combat to RP, I still run some sessions of pure roleplay, exploration, and/or investigation (with skill checks where appropriate) as well. There's usually one or two players in any group who won't do much during RP sessions, but that's okay as long as they're not being disruptive. [/QUOTE]
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