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General Tabletop Discussion
*Pathfinder & Starfinder
Two Interesting Magic Item Questions
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<blockquote data-quote="Infiniti2000" data-source="post: 2816737" data-attributes="member: 31734"><p>1. Don't let him decide to make an item intelligent. If you do, you'll need to create some rules on how he can do it, and if you already have a headache, you don't want to make it even worse. The answer to your question, however, is that the item can activate the power on its own if it wants to or is told to (and agrees).</p><p></p><p>2. Either don't allow it (staffs are not wondrous items) as the default case, or make all such costs at at least +50%, or maybe higher. Be careful about what types of abilities he wants to add. For example, I let the archmage IMC add <em>detect magic</em> at will for 2,000 gp. PCs rarely use 0th level spells anyways, and my group of 6 had 4 primary casters, so detect magic was already in abundance. I would not, as a counterexample, allow cure minor wounds at will for the same amount.</p></blockquote><p></p>
[QUOTE="Infiniti2000, post: 2816737, member: 31734"] 1. Don't let him decide to make an item intelligent. If you do, you'll need to create some rules on how he can do it, and if you already have a headache, you don't want to make it even worse. The answer to your question, however, is that the item can activate the power on its own if it wants to or is told to (and agrees). 2. Either don't allow it (staffs are not wondrous items) as the default case, or make all such costs at at least +50%, or maybe higher. Be careful about what types of abilities he wants to add. For example, I let the archmage IMC add [I]detect magic[/I] at will for 2,000 gp. PCs rarely use 0th level spells anyways, and my group of 6 had 4 primary casters, so detect magic was already in abundance. I would not, as a counterexample, allow cure minor wounds at will for the same amount. [/QUOTE]
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Two Interesting Magic Item Questions
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