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Zeitvice: one GM's guide to the best AP
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<blockquote data-quote="Andrew Moreton" data-source="post: 8131282" data-attributes="member: 6920268"><p>Thats there problem! Tell them that they can keep anything they like as part of their share, you could even give them half price on it as it does not have to be crafted by the Risuri(same as if they had the feat to make it) or just tell them when an enemy has something more interesting than a +1 sword and let them decide. Really though most cool stuff is largely useless and mechanically less useful than a +2 to stat.</p><p>The reasons for this are not a flaw in the Zg AP but the mechanics, the save DC for all the neat special abilities on items is incredibly low , combined with the fact that even pc spells have trouble keeping up with saves and most special abilities trigger only on a save of 1 , so are worthless.</p><p>My pc's did not loot they did not feel it was appropriate for officials, they did note they picked up anything magical for the stores and when in the field would consider using something they just picked up but it was almost never useful. They are not big on disposable except a few scrolls of useful but niche cleric spells for the day they really need a neutralise poison</p><p></p><p>Pretty much none of the npc items were considered worthwhile by my pc's but it depends on the character (the artefacts were all interesting though and they kept all of them)</p><p>It has been a long time since my players seriously used loot from random foes in a PF campaign they usually have craft wondrous item and craft (arms armour) and that covers 90% of all the magic items they use combined with most npc's having inferior equipment and looting is just for cash anyway. I assume this is why 5th ed removed economy and looting so the wonder of loot was back, along with unfair distrubution of items, uneven power level , gettign the wrong sort of magic weapon and all the annoyances you get in 1st and 2nd edition I was happy to leave behing last century</p></blockquote><p></p>
[QUOTE="Andrew Moreton, post: 8131282, member: 6920268"] Thats there problem! Tell them that they can keep anything they like as part of their share, you could even give them half price on it as it does not have to be crafted by the Risuri(same as if they had the feat to make it) or just tell them when an enemy has something more interesting than a +1 sword and let them decide. Really though most cool stuff is largely useless and mechanically less useful than a +2 to stat. The reasons for this are not a flaw in the Zg AP but the mechanics, the save DC for all the neat special abilities on items is incredibly low , combined with the fact that even pc spells have trouble keeping up with saves and most special abilities trigger only on a save of 1 , so are worthless. My pc's did not loot they did not feel it was appropriate for officials, they did note they picked up anything magical for the stores and when in the field would consider using something they just picked up but it was almost never useful. They are not big on disposable except a few scrolls of useful but niche cleric spells for the day they really need a neutralise poison Pretty much none of the npc items were considered worthwhile by my pc's but it depends on the character (the artefacts were all interesting though and they kept all of them) It has been a long time since my players seriously used loot from random foes in a PF campaign they usually have craft wondrous item and craft (arms armour) and that covers 90% of all the magic items they use combined with most npc's having inferior equipment and looting is just for cash anyway. I assume this is why 5th ed removed economy and looting so the wonder of loot was back, along with unfair distrubution of items, uneven power level , gettign the wrong sort of magic weapon and all the annoyances you get in 1st and 2nd edition I was happy to leave behing last century [/QUOTE]
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