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*Pathfinder & Starfinder
Expand the scope of mundane lore
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<blockquote data-quote="Gilladian" data-source="post: 5827790" data-attributes="member: 2093"><p>In my opinion I would build dividing lines between magic/mundane weapons like this:</p><p></p><p>say the most bonus ANY weapon can ever achieve is +6: </p><p>Then a mundane weapon could be from +1 to +3, based on "it's a fine weapon; it was forged by a master weaponsmith; it is the finest blade a mortal can construct".</p><p></p><p>Magic would also exist at +2 to +6 - from the basic "dwarf-made; special materials; sorcery was involved; the gods breathed upon it".</p><p></p><p>My "reasons" are spurious - certainly "special materials" could reflect non-magical origin, and so could "dwarf-made". Whereas "master weaponsmith" might have a magic forge. That's up to the DM. But the mechanics would need to be slightly different; non-magic weapons can't penetrate DR, for example, but magic weapons could fail under other conditions such as non-magic zones.</p><p></p><p>Healing I think should be similar; </p><p>The CLW/CMW/CSW spell chain is a good example - I think mundane first aid and skill application should match the least rank of magical healing; magic is simply faster and simpler (no heal check involved). CMW is achievable with nonmagic, but it requires "special herbs" that might be of some magic origin - ie athelas. But the highest rate of healing, the true cures and regenerations and "back from the brink of death in an instant" healing should be magical only. Or should require weeks or months of mundane rest. Get pneumonia - if you use magic, you're cured in 24 hours and no repercussions - if you use mundane skill, you're very sick for a week or more, and could die, and you'll be "out of circulation" for several months as your lungs heal.</p><p></p><p>As far as mundane items go, I really like the "this is made of unusual materials and thus has some unusual properties" but isn't magic. The superlight spidersilk rope; the beetle-organ glowsticks; cloaks of elven weave that give hide bonuses (but never as much as a magic spell could). </p><p></p><p>I'm not SO worried about a "clear rules break" between mundane and magic; I can handle that line as a DM. But it wouldn't hurt to incorporate it where possible.</p></blockquote><p></p>
[QUOTE="Gilladian, post: 5827790, member: 2093"] In my opinion I would build dividing lines between magic/mundane weapons like this: say the most bonus ANY weapon can ever achieve is +6: Then a mundane weapon could be from +1 to +3, based on "it's a fine weapon; it was forged by a master weaponsmith; it is the finest blade a mortal can construct". Magic would also exist at +2 to +6 - from the basic "dwarf-made; special materials; sorcery was involved; the gods breathed upon it". My "reasons" are spurious - certainly "special materials" could reflect non-magical origin, and so could "dwarf-made". Whereas "master weaponsmith" might have a magic forge. That's up to the DM. But the mechanics would need to be slightly different; non-magic weapons can't penetrate DR, for example, but magic weapons could fail under other conditions such as non-magic zones. Healing I think should be similar; The CLW/CMW/CSW spell chain is a good example - I think mundane first aid and skill application should match the least rank of magical healing; magic is simply faster and simpler (no heal check involved). CMW is achievable with nonmagic, but it requires "special herbs" that might be of some magic origin - ie athelas. But the highest rate of healing, the true cures and regenerations and "back from the brink of death in an instant" healing should be magical only. Or should require weeks or months of mundane rest. Get pneumonia - if you use magic, you're cured in 24 hours and no repercussions - if you use mundane skill, you're very sick for a week or more, and could die, and you'll be "out of circulation" for several months as your lungs heal. As far as mundane items go, I really like the "this is made of unusual materials and thus has some unusual properties" but isn't magic. The superlight spidersilk rope; the beetle-organ glowsticks; cloaks of elven weave that give hide bonuses (but never as much as a magic spell could). I'm not SO worried about a "clear rules break" between mundane and magic; I can handle that line as a DM. But it wouldn't hurt to incorporate it where possible. [/QUOTE]
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