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General Tabletop Discussion
*Pathfinder & Starfinder
Cost to add +1 ability to Specific Weapon
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<blockquote data-quote="Hypersmurf" data-source="post: 3419021" data-attributes="member: 1656"><p>It's more advantageous than his option 4.</p><p></p><p>As to which you choose, it depends whether you feel that the unique aspects of specific weapons should be equally valuable regardless of the power of the weapon they exist upon, or more valuable the more powerful the weapon they exist upon. </p><p></p><p>This question has been asked since the 3E DMG first came out - "If I want the light weapon property of the Sunblade, but don't want all the other powers, how much should it cost?" or "If I want the Rhino Hide power on my full plate..."</p><p></p><p>In the DMG, at least, there <em>are</em> no weapon special abilities that have a flat cost, so to me having the value of those unique aspects increase exponentially is more consistent with the existing mechanics when looking at it as a core-only exercise. Of course, later supplements have introduced flat-costed weapon abilities (and the 3.5 DMG, at least, included such for armor), so there's precedent for the flat fee.</p><p></p><p>To me, the increasing cost fits how weapons are priced, so I'd give serious thought to adopting Plane Sailing's method should the situation arise in-game for me.</p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 3419021, member: 1656"] It's more advantageous than his option 4. As to which you choose, it depends whether you feel that the unique aspects of specific weapons should be equally valuable regardless of the power of the weapon they exist upon, or more valuable the more powerful the weapon they exist upon. This question has been asked since the 3E DMG first came out - "If I want the light weapon property of the Sunblade, but don't want all the other powers, how much should it cost?" or "If I want the Rhino Hide power on my full plate..." In the DMG, at least, there [i]are[/i] no weapon special abilities that have a flat cost, so to me having the value of those unique aspects increase exponentially is more consistent with the existing mechanics when looking at it as a core-only exercise. Of course, later supplements have introduced flat-costed weapon abilities (and the 3.5 DMG, at least, included such for armor), so there's precedent for the flat fee. To me, the increasing cost fits how weapons are priced, so I'd give serious thought to adopting Plane Sailing's method should the situation arise in-game for me. -Hyp. [/QUOTE]
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Cost to add +1 ability to Specific Weapon
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