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General Tabletop Discussion
*Pathfinder & Starfinder
House rule for magic weapons/armor
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<blockquote data-quote="Spatzimaus" data-source="post: 508680" data-attributes="member: 3051"><p>***HOUSE RULE***</p><p>One change that I make is that exotic materials each increase the DC of Craft checks by a set amount. There have been other threads on this. Then, I add the limitation that the maximum Market Price modifier for an enchantment equals the DC of the material the item is made from.</p><p>That is, Fine Steel (DC+3, the replacement for Masterwork) can't hold more than a +3 total enchantment. Mithril (DC+10) can hold any non-Epic enchantments, while Orichalcum (DC+16) can be used for a lot of Epic-level stuff.</p><p>After all, a deity-level weapon shouldn't be made out of simple iron, it should be something far rarer and more powerful. It also explains why cold iron is such an anti-magic thing; its DC modifier is negative, so it can't hold any enchantment at all. And, it helps explain the GP cost of Wondrous items; they've got more expensive materials to hold the enchantment.</p><p></p><p>Why is this important? Well, how much of an enchantment can a simple wooden arrow hold? If it's not masterwork, it's DC+0, which means... NO ENCHANTMENT! Which means no GMW, either. You could pay more for masterwork arrows, but not only would it cost more, you still couldn't get the +5 (masterwork wood is only DC+2 in my tables, as is Ironwood). You'd have to pay for Darkwood or something rarer, which'd have other bonuses as well.</p><p>***/HOUSE RULE***</p><p></p><p>Saying that the Enhancement bonus has to be larger than the rest isn't a bad idea, as such, but it'd kill the usefulness of things like Brilliant Energy, Psychic (see PsiHB), etc.; these enchantments are intended to replace high Enhancement bonuses with more specialized to-hit bonuses.</p><p>IMO you should just fix GMW directly.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 508680, member: 3051"] ***HOUSE RULE*** One change that I make is that exotic materials each increase the DC of Craft checks by a set amount. There have been other threads on this. Then, I add the limitation that the maximum Market Price modifier for an enchantment equals the DC of the material the item is made from. That is, Fine Steel (DC+3, the replacement for Masterwork) can't hold more than a +3 total enchantment. Mithril (DC+10) can hold any non-Epic enchantments, while Orichalcum (DC+16) can be used for a lot of Epic-level stuff. After all, a deity-level weapon shouldn't be made out of simple iron, it should be something far rarer and more powerful. It also explains why cold iron is such an anti-magic thing; its DC modifier is negative, so it can't hold any enchantment at all. And, it helps explain the GP cost of Wondrous items; they've got more expensive materials to hold the enchantment. Why is this important? Well, how much of an enchantment can a simple wooden arrow hold? If it's not masterwork, it's DC+0, which means... NO ENCHANTMENT! Which means no GMW, either. You could pay more for masterwork arrows, but not only would it cost more, you still couldn't get the +5 (masterwork wood is only DC+2 in my tables, as is Ironwood). You'd have to pay for Darkwood or something rarer, which'd have other bonuses as well. ***/HOUSE RULE*** Saying that the Enhancement bonus has to be larger than the rest isn't a bad idea, as such, but it'd kill the usefulness of things like Brilliant Energy, Psychic (see PsiHB), etc.; these enchantments are intended to replace high Enhancement bonuses with more specialized to-hit bonuses. IMO you should just fix GMW directly. [/QUOTE]
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