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*Pathfinder & Starfinder
Finding magic items (primarily for DMs)
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<blockquote data-quote="jbear" data-source="post: 5517085" data-attributes="member: 75065"><p>I make sure everyone has the three main items covered: Weapon/Implement, Armour and Neck Item. These are chosen by sifting through the CBuilder until I hit on one I think is useful. Once I hit on that one I don't look much further.</p><p></p><p>To choose Hand, Arm, Feet, Head, Waist and Wonderous Items I usually roll a d6 to see which category to choose from. Then depending on which level items I need to keep on par with the treasure package guidlines I look for an interesting item of that level.</p><p></p><p>Other ways of trteasure distribution that I consider note worthy:</p><p></p><p>An item that the PCs are wearing becomes magical or a power 'awakens'. 'm sure you could use this likewise to increase the power of items PCs already have so they remain relevant to their level. Fluffwise, the item resonates more with their owner or their own increase in power awakens a similar latent power within the item.</p><p></p><p>Random treasure cards face down spread out like a game of 'Memory'. Players pick from the array when you tell them they have found something of interest. I would recommend including a wide variety of 'wacky' interesting non-standard treasure of your own invention to get the maximum fun out of this method. Some of these could be consumable items, adventure hooks, easter eggs ... etc etc.</p><p></p><p>Thinks not in the rules or by the book:</p><p></p><p>I have allowed each player to invent an item (under my supervision) that links in with their back story (and of course opens up adventure hooks for me!); this item will increase in power as the players reach key points in the adventure, especially those relevant to their backstories.</p><p></p><p>The players also have one Quest Item each. This is basically an item that I have created myself for them, awarded at a very important decision point of the adventure. Each player was offered a choice of four different items (in-story). The powers of these items are superior to normal magical items and can be used more often.</p></blockquote><p></p>
[QUOTE="jbear, post: 5517085, member: 75065"] I make sure everyone has the three main items covered: Weapon/Implement, Armour and Neck Item. These are chosen by sifting through the CBuilder until I hit on one I think is useful. Once I hit on that one I don't look much further. To choose Hand, Arm, Feet, Head, Waist and Wonderous Items I usually roll a d6 to see which category to choose from. Then depending on which level items I need to keep on par with the treasure package guidlines I look for an interesting item of that level. Other ways of trteasure distribution that I consider note worthy: An item that the PCs are wearing becomes magical or a power 'awakens'. 'm sure you could use this likewise to increase the power of items PCs already have so they remain relevant to their level. Fluffwise, the item resonates more with their owner or their own increase in power awakens a similar latent power within the item. Random treasure cards face down spread out like a game of 'Memory'. Players pick from the array when you tell them they have found something of interest. I would recommend including a wide variety of 'wacky' interesting non-standard treasure of your own invention to get the maximum fun out of this method. Some of these could be consumable items, adventure hooks, easter eggs ... etc etc. Thinks not in the rules or by the book: I have allowed each player to invent an item (under my supervision) that links in with their back story (and of course opens up adventure hooks for me!); this item will increase in power as the players reach key points in the adventure, especially those relevant to their backstories. The players also have one Quest Item each. This is basically an item that I have created myself for them, awarded at a very important decision point of the adventure. Each player was offered a choice of four different items (in-story). The powers of these items are superior to normal magical items and can be used more often. [/QUOTE]
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