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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
a question on magic items
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<blockquote data-quote="billd91" data-source="post: 5051301" data-attributes="member: 3400"><p>You're still going to end up with the basic problem: gear more powerful than you'd expect to see on a 3rd level rogue. In this case, the weapons would be at least +2 equivalent because you're looking at a bane weapon (+1 minimum, +1 equivalent for bane) at 8300 gp each, 16600 gp per rogue. And that's still a lot (even if it's not as much as the 36600/rogue in the first example).</p><p></p><p>Now, all these comments about level-appropriateness aside, your game is your game. Putting in an extra powerful dagger or 4 is not likely to break the game (particularly bane ones compared to holy/unholy). For most PCs, daggers end up as secondary weapons at best (probably tertiary).</p><p></p><p>A bigger concern has to do with how replaceable magic items are in your campaign. If they can cash these in for their own custom gear easily, then they'll be more trouble for your campaign's balance than if they're simply powerful backup weapons. You can bet on them being sold and turned into items more useful to the PCs.</p></blockquote><p></p>
[QUOTE="billd91, post: 5051301, member: 3400"] You're still going to end up with the basic problem: gear more powerful than you'd expect to see on a 3rd level rogue. In this case, the weapons would be at least +2 equivalent because you're looking at a bane weapon (+1 minimum, +1 equivalent for bane) at 8300 gp each, 16600 gp per rogue. And that's still a lot (even if it's not as much as the 36600/rogue in the first example). Now, all these comments about level-appropriateness aside, your game is your game. Putting in an extra powerful dagger or 4 is not likely to break the game (particularly bane ones compared to holy/unholy). For most PCs, daggers end up as secondary weapons at best (probably tertiary). A bigger concern has to do with how replaceable magic items are in your campaign. If they can cash these in for their own custom gear easily, then they'll be more trouble for your campaign's balance than if they're simply powerful backup weapons. You can bet on them being sold and turned into items more useful to the PCs. [/QUOTE]
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a question on magic items
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