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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Better Incentives for Enchanting Items
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<blockquote data-quote="eriktheguy" data-source="post: 5481590" data-attributes="member: 83662"><p>I just don't like this for two reasons. For one I don't like forcing players to craft all they can by using the 'cheaper to make' move because it feels contrived, and because I think the market prices are balanced. When you say 'your party saves 40% by making magic items' you are essentially saying 'ritual caster is a required feat for your party'. Once the party gets one ritual caster (and a level 4 ritual) they get a permanent discount on items of their level or lower.</p><p>I assume that sellers are able to provide the items to PCs at market price while still turning a profit. Maybe they mass produce, or maybe they are just better at crafting than the PCs (for them after all, it is a career rather than just a single feat). Merchants sell them at market price because they are used.</p><p></p><p>Secondly, using skill checks in this way causes prices to decrease for higher level parties. If you want to normalize it, try using (110% + DC for skill challenge of merchant's level - player's skill check). Most of the purchases will be done by one party member and you can bet players will use powers, items, feats etc to knock prices down by about 10-15%.</p><p></p><p>One similar idea that I use IMC for purchases; rarer items are harder to find on the market. You can use a streetwise check etc to try to find a rarer magic item, or go to the mercane, who have practically everything but charge a 25% markup. I don't do this for more common magic items though, only things like jagged weapons or armbands of power (which I like to control) or exotic mounts.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5481590, member: 83662"] I just don't like this for two reasons. For one I don't like forcing players to craft all they can by using the 'cheaper to make' move because it feels contrived, and because I think the market prices are balanced. When you say 'your party saves 40% by making magic items' you are essentially saying 'ritual caster is a required feat for your party'. Once the party gets one ritual caster (and a level 4 ritual) they get a permanent discount on items of their level or lower. I assume that sellers are able to provide the items to PCs at market price while still turning a profit. Maybe they mass produce, or maybe they are just better at crafting than the PCs (for them after all, it is a career rather than just a single feat). Merchants sell them at market price because they are used. Secondly, using skill checks in this way causes prices to decrease for higher level parties. If you want to normalize it, try using (110% + DC for skill challenge of merchant's level - player's skill check). Most of the purchases will be done by one party member and you can bet players will use powers, items, feats etc to knock prices down by about 10-15%. One similar idea that I use IMC for purchases; rarer items are harder to find on the market. You can use a streetwise check etc to try to find a rarer magic item, or go to the mercane, who have practically everything but charge a 25% markup. I don't do this for more common magic items though, only things like jagged weapons or armbands of power (which I like to control) or exotic mounts. [/QUOTE]
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Better Incentives for Enchanting Items
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