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General Tabletop Discussion
*Pathfinder & Starfinder
Base Items as Treasure, a story telling adjunct to Residuum
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<blockquote data-quote="Smeelbo" data-source="post: 4679200" data-attributes="member: 81898"><p>Every character is going to want a weapon or two, armor, and a cloak, so I would start there. Instead of giving out a 250GP gem, perhaps the mysterious amulet worn by the necromancer is a base item worth 400 GP in residuum. Some of the weapons and armor of the elites and soloes might function as base items.</p><p> </p><p>Start with the character's wish lists. Decide how soon you want to award those items, or if you want to award similar but not identical items. Invent base items that progress towards those items.</p><p> </p><p>Suppose, for example, a dwarven ranger has listed a <em>Paired War Axe, Blood Cut Hide Armor,</em> and a<em> Cloak of Distortion</em>. A pair of identical war axes, the hide of an especially tough solo, and the hide of a displacer beast might all serve as base items.</p><p> </p><p>A couple points. First, it is not necessary to decide in advance what base items are capable of creating. It is better to be suggestive: simply setting a GP value in residuum is sufficient. When the character seeks a specific item, then negotiate. Maybe another item is needed. Second, if you use this option, be generous in awarding base items that may not be intended to make specific items, but simply as GP value in residuum, so that the party makes progress towards their items.</p><p> </p><p>Finally, I would also use this option to equip NPCs with unique but not powerful magic items that can only be used by the NPCs. For the PCs, the value of these treasures is their residuum value, and the suggestion that the item may serve as the base for a similar item. So the <em>Goblin Hexer's Rod</em> might increase the die size of his attacks, but when he is dead, it is just 400 GP worth of residuum, and the base for a rod.</p><p> </p><p>Don't overcomplicate it with detailed bookkeeping. Handing the player the item's description and residuum value, as if it were simply a piece of jewelry or work of art, is best. Defer any definite decisions about what can be made using it as a base until the character is within reach of making a desired item. Use it to encourage story telling, to reward characters, and to a lesser extent, to restrict the introduction of problematic magic items.</p><p> </p><p>Keep it loose.</p><p> </p><p><em>Smeelbo</em></p></blockquote><p></p>
[QUOTE="Smeelbo, post: 4679200, member: 81898"] Every character is going to want a weapon or two, armor, and a cloak, so I would start there. Instead of giving out a 250GP gem, perhaps the mysterious amulet worn by the necromancer is a base item worth 400 GP in residuum. Some of the weapons and armor of the elites and soloes might function as base items. Start with the character's wish lists. Decide how soon you want to award those items, or if you want to award similar but not identical items. Invent base items that progress towards those items. Suppose, for example, a dwarven ranger has listed a [I]Paired War Axe, Blood Cut Hide Armor,[/I] and a[I] Cloak of Distortion[/I]. A pair of identical war axes, the hide of an especially tough solo, and the hide of a displacer beast might all serve as base items. A couple points. First, it is not necessary to decide in advance what base items are capable of creating. It is better to be suggestive: simply setting a GP value in residuum is sufficient. When the character seeks a specific item, then negotiate. Maybe another item is needed. Second, if you use this option, be generous in awarding base items that may not be intended to make specific items, but simply as GP value in residuum, so that the party makes progress towards their items. Finally, I would also use this option to equip NPCs with unique but not powerful magic items that can only be used by the NPCs. For the PCs, the value of these treasures is their residuum value, and the suggestion that the item may serve as the base for a similar item. So the [I]Goblin Hexer's Rod[/I] might increase the die size of his attacks, but when he is dead, it is just 400 GP worth of residuum, and the base for a rod. Don't overcomplicate it with detailed bookkeeping. Handing the player the item's description and residuum value, as if it were simply a piece of jewelry or work of art, is best. Defer any definite decisions about what can be made using it as a base until the character is within reach of making a desired item. Use it to encourage story telling, to reward characters, and to a lesser extent, to restrict the introduction of problematic magic items. Keep it loose. [I]Smeelbo[/I] [/QUOTE]
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