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How does non-spell research work?
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<blockquote data-quote="General Barron" data-source="post: 2375679" data-attributes="member: 32468"><p>Cool topic. I am about to start a campaign that also has an ancient, advanced race that used to inhabit the land. This situation might arise. What you let the PC's get would depend on how rare/special this event is. Some ideas on what benefits the PCs might get from the library:</p><p> </p><p>*Formulas for new alchemeical items. If you don't want to make up new items, just make more powerful versions of existing ones.</p><p> </p><p>*New spell scrolls for wizards (obviously). If you don't want to make up new spells, then perhaps take, say, an existing 3rd level spell, and say that the 'elven version' is simpler, and is only a 2nd level spell.</p><p> </p><p>*Skill bonuses arising from learning superior elven ways of doing certain things (+1 or +2 max). The skills would have to make sense, and would have to be able to translate across time/cultures of course. Physical skills like climbing, swimming, jumping, etc are good candidates. Certain non-physical skills are also good (knowledge: arcane, spellcraft, healing, some craft, etc). You could rule that only characters with a certain number of ranks in these skills could understand the material enough to get bonuses.</p><p> </p><p>*A book on elven weapon/armorsmithing. In the hands of a competent smith, it could help them craft a superior weapon or armor, perhaps granting an extra +1 to AC or damage, reducing weight/ACP, increasing damage die, etc. Make the book only describe one or two particular weapons/armors, so that the smith can't just make improved versions of everything.</p><p> </p><p>*Treasure maps are always nice, leading to a small side-adventure. The rewards of which could be designed to please the characters that didn't get as much from the library.</p><p> </p><p>*A manual describing elven combat techniques. Studying it would allow a character access to new, powerful combat feats. The players would still have to spend feats to acquire them, but these feats could be more powerful than regular ones. Again, if you don't want to make new ones up, then you could just increase an existing feat, or combine two feats into one.</p><p> </p><p>*If this is a really rare find, then perhaps allow the PC's to take up a new prestige class.</p></blockquote><p></p>
[QUOTE="General Barron, post: 2375679, member: 32468"] Cool topic. I am about to start a campaign that also has an ancient, advanced race that used to inhabit the land. This situation might arise. What you let the PC's get would depend on how rare/special this event is. Some ideas on what benefits the PCs might get from the library: *Formulas for new alchemeical items. If you don't want to make up new items, just make more powerful versions of existing ones. *New spell scrolls for wizards (obviously). If you don't want to make up new spells, then perhaps take, say, an existing 3rd level spell, and say that the 'elven version' is simpler, and is only a 2nd level spell. *Skill bonuses arising from learning superior elven ways of doing certain things (+1 or +2 max). The skills would have to make sense, and would have to be able to translate across time/cultures of course. Physical skills like climbing, swimming, jumping, etc are good candidates. Certain non-physical skills are also good (knowledge: arcane, spellcraft, healing, some craft, etc). You could rule that only characters with a certain number of ranks in these skills could understand the material enough to get bonuses. *A book on elven weapon/armorsmithing. In the hands of a competent smith, it could help them craft a superior weapon or armor, perhaps granting an extra +1 to AC or damage, reducing weight/ACP, increasing damage die, etc. Make the book only describe one or two particular weapons/armors, so that the smith can't just make improved versions of everything. *Treasure maps are always nice, leading to a small side-adventure. The rewards of which could be designed to please the characters that didn't get as much from the library. *A manual describing elven combat techniques. Studying it would allow a character access to new, powerful combat feats. The players would still have to spend feats to acquire them, but these feats could be more powerful than regular ones. Again, if you don't want to make new ones up, then you could just increase an existing feat, or combine two feats into one. *If this is a really rare find, then perhaps allow the PC's to take up a new prestige class. [/QUOTE]
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