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General Tabletop Discussion
*Pathfinder & Starfinder
A "Rare Magic" Idea
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 2891382" data-attributes="member: 710"><p>Weapons of Legacy and Mastering Iron Heroes have a few things about advancing magical items and items with drawbacks. </p><p></p><p>For Item-Creation without magic: </p><p>Allow to fulfill the prerequisites for Item-Creation feats (other than scroll, wand and staff, probably) with Craft Ranks. If you want non-spellcasters to get the feats at the same time than spellcasters, the prerequisite ranks should probably be Caster Level +3. </p><p>Craft (Weaponsmithing) or Craft (Armorsmithing) would be used for Magical Arms and Armor.</p><p>Craft (Goldsmithing) would be used for Wondrous Items and Rings. </p><p>Spell Prerequisites could be replaced by minimum rank prerequisites (Formula for required ranks might be (Spell Level x 2 +2). (Though this isn't entirely the same.)</p><p></p><p>If you want to use slowly advancing weapons, you will probably need to remove standard treasure and check the wealth by level guidelines to determine when and how the weapon or armor (or whatever item you have in mind) will advance. </p><p>If the player has the weapon for the required time, instead of finding a better weapon (or being able to buy a better one from selling loot), the weapon simply improves to still fit the wealth-by-level guidelines. You might require a Skill Check or special activity of the player to "activate" this new powers. It might also be wise to have weapons lose their new powers if used by someone else than the original owner (or to slowly degrade). This severaly reduces the market for such weapons. </p><p></p><p>The take of "self-improving" items might also remove the logical problem of gold inflation in D&D worlds. Characters don't get so much gold pieces, but still have the same power as standard characters. If any masterwork weapon has the potential to "grow", it gives a very different feel as if you buy new magic items in a magic item shop (Where the owner might have valuables worth more than that of some kingdoms).</p><p>(Which is exactly what you are going for, I assume <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 2891382, member: 710"] Weapons of Legacy and Mastering Iron Heroes have a few things about advancing magical items and items with drawbacks. For Item-Creation without magic: Allow to fulfill the prerequisites for Item-Creation feats (other than scroll, wand and staff, probably) with Craft Ranks. If you want non-spellcasters to get the feats at the same time than spellcasters, the prerequisite ranks should probably be Caster Level +3. Craft (Weaponsmithing) or Craft (Armorsmithing) would be used for Magical Arms and Armor. Craft (Goldsmithing) would be used for Wondrous Items and Rings. Spell Prerequisites could be replaced by minimum rank prerequisites (Formula for required ranks might be (Spell Level x 2 +2). (Though this isn't entirely the same.) If you want to use slowly advancing weapons, you will probably need to remove standard treasure and check the wealth by level guidelines to determine when and how the weapon or armor (or whatever item you have in mind) will advance. If the player has the weapon for the required time, instead of finding a better weapon (or being able to buy a better one from selling loot), the weapon simply improves to still fit the wealth-by-level guidelines. You might require a Skill Check or special activity of the player to "activate" this new powers. It might also be wise to have weapons lose their new powers if used by someone else than the original owner (or to slowly degrade). This severaly reduces the market for such weapons. The take of "self-improving" items might also remove the logical problem of gold inflation in D&D worlds. Characters don't get so much gold pieces, but still have the same power as standard characters. If any masterwork weapon has the potential to "grow", it gives a very different feel as if you buy new magic items in a magic item shop (Where the owner might have valuables worth more than that of some kingdoms). (Which is exactly what you are going for, I assume :) ) [/QUOTE]
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A "Rare Magic" Idea
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