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Community
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*Pathfinder & Starfinder
How do You Handle the Big 6?
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<blockquote data-quote="Keldryn" data-source="post: 5471986" data-attributes="member: 11999"><p>I've borrowed the 4e Essentials item rarity concept for my upcoming 3.5 game.</p><p></p><p><strong>Common</strong> items include potions, scrolls of 4th level or lower, wands, and arms and armor of up to +2 enchantment value. Such items can be crafted by PCs pretty much by the book. There are no magic item superstores, but common items can be found for sale in large enough settlements (more or less by the book).</p><p></p><p><strong>Rare</strong> items include the minor artifacts, unique items, rings of wishes, and other items that I decide need to be controlled tightly. Rare items can't be crafted by PCs and are extremely unlikely to be found for sale.</p><p></p><p><strong>Uncommon</strong> items include everything else. Uncommon items may be crafted by PCs, but first they must actually know about the item (the DMG not being a mail-order catalog and all that). I don't have a hard-and-fast rule for whether or not the character knows about the item, but a creative idea and the character spending some time engaged in researching the formula for an item will generally be good enough. Uncommon items will also usually require a specific thematically-appropriate component (or components), which may require some adventuring in order to acquire. If acquiring the materials will be a huge ordeal, I might waive some or all of the gold/xp cost for crafting it. Uncommon items are generally not available for purchase.</p><p></p><p>The stat-boosting items would fall into the "uncommon" category. They have a very significant effect on the game and provide a useful benefit across many situations, so they won't be trivial to craft or acquire. A Belt of Giant Strength might need to be woven from the beard of a frost giant and anointed with the blood of a stone giant, for example.</p><p></p><p>The assumptions as to what gear PCs will have at a particular level are relatively transparent, so I prefer the approach of using lower-powered opponents to giving the PCs inherent bonuses instead of magic items. The latter approach just keeps the numbers inflated.</p><p></p><p>I'm comfortable making adjustments as we go along, so if restricting access to magic items hurts the PCs too much, I'll respond accordingly.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 5471986, member: 11999"] I've borrowed the 4e Essentials item rarity concept for my upcoming 3.5 game. [b]Common[/b] items include potions, scrolls of 4th level or lower, wands, and arms and armor of up to +2 enchantment value. Such items can be crafted by PCs pretty much by the book. There are no magic item superstores, but common items can be found for sale in large enough settlements (more or less by the book). [b]Rare[/b] items include the minor artifacts, unique items, rings of wishes, and other items that I decide need to be controlled tightly. Rare items can't be crafted by PCs and are extremely unlikely to be found for sale. [b]Uncommon[/b] items include everything else. Uncommon items may be crafted by PCs, but first they must actually know about the item (the DMG not being a mail-order catalog and all that). I don't have a hard-and-fast rule for whether or not the character knows about the item, but a creative idea and the character spending some time engaged in researching the formula for an item will generally be good enough. Uncommon items will also usually require a specific thematically-appropriate component (or components), which may require some adventuring in order to acquire. If acquiring the materials will be a huge ordeal, I might waive some or all of the gold/xp cost for crafting it. Uncommon items are generally not available for purchase. The stat-boosting items would fall into the "uncommon" category. They have a very significant effect on the game and provide a useful benefit across many situations, so they won't be trivial to craft or acquire. A Belt of Giant Strength might need to be woven from the beard of a frost giant and anointed with the blood of a stone giant, for example. The assumptions as to what gear PCs will have at a particular level are relatively transparent, so I prefer the approach of using lower-powered opponents to giving the PCs inherent bonuses instead of magic items. The latter approach just keeps the numbers inflated. I'm comfortable making adjustments as we go along, so if restricting access to magic items hurts the PCs too much, I'll respond accordingly. [/QUOTE]
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