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General Tabletop Discussion
*Pathfinder & Starfinder
Finding magic items (primarily for DMs)
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<blockquote data-quote="Balesir" data-source="post: 5714199" data-attributes="member: 27160"><p>After polling my players, I don't use wish lists to generate treasure. I allow players to state wishes - but no guarantees that they will be fulfilled.</p><p></p><p>To fill the parcels, I generally do the following:</p><p></p><p>1) Check what "key item" slots (weapon, implement, armour and neck item) the party have; I try to make sure they have at least enough suitable items to keep all the characters progressing</p><p></p><p>2) Select items I think will be found useful or cool - maybe they relate to upcoming encounters (including skill challenges) or maybe they are just 'neat'</p><p></p><p>3) Check CharOp for quality items for specific classes - especially if I see one character lagging in "budget value"</p><p></p><p>Absolutely this! Transfer Enchantment also lets the players select which character gets specific weapon, implement or armour enchantments, rather than having these effectively specified by the DM. I find Magic Items as a character feature pool to be manipulated by the <strong><em>party</em></strong> (as opposed to individual players) a great feature of 4E. 4E supports and encourages teamwork in several ways - this is perhaps the most innovative.</p><p></p><p>It has just struck me that you could do this in a "verisimilitude preserving" way, as well; have a magical trap, hazard or feature of the encounter terrain that is akin to a huge, in-situ magic item. The party ritualist can then Disenchant this for residuum enough for a level XX item that is "focussed" sufficiently to allow above-level item creation.</p><p></p><p>Really? Why?</p><p></p><p>I'm not saying GMs should <strong><em>not</em></strong> do this, you understand, but saying that it is mandatory seems a trifle, um, prescriptive.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5714199, member: 27160"] After polling my players, I don't use wish lists to generate treasure. I allow players to state wishes - but no guarantees that they will be fulfilled. To fill the parcels, I generally do the following: 1) Check what "key item" slots (weapon, implement, armour and neck item) the party have; I try to make sure they have at least enough suitable items to keep all the characters progressing 2) Select items I think will be found useful or cool - maybe they relate to upcoming encounters (including skill challenges) or maybe they are just 'neat' 3) Check CharOp for quality items for specific classes - especially if I see one character lagging in "budget value" Absolutely this! Transfer Enchantment also lets the players select which character gets specific weapon, implement or armour enchantments, rather than having these effectively specified by the DM. I find Magic Items as a character feature pool to be manipulated by the [B][I]party[/I][/B] (as opposed to individual players) a great feature of 4E. 4E supports and encourages teamwork in several ways - this is perhaps the most innovative. It has just struck me that you could do this in a "verisimilitude preserving" way, as well; have a magical trap, hazard or feature of the encounter terrain that is akin to a huge, in-situ magic item. The party ritualist can then Disenchant this for residuum enough for a level XX item that is "focussed" sufficiently to allow above-level item creation. Really? Why? I'm not saying GMs should [B][I]not[/I][/B] do this, you understand, but saying that it is mandatory seems a trifle, um, prescriptive. [/QUOTE]
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Finding magic items (primarily for DMs)
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