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General Tabletop Discussion
*Pathfinder & Starfinder
Item Creation Rituals - several points
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<blockquote data-quote="Khaalis" data-source="post: 4345088" data-attributes="member: 2167"><p>Just jumping in late to throw in a few comments. </p><p></p><p>Keep in mind that the way the system is set up, you don't technically HAVE to give up on low-magic settings. You simply need to compensate.</p><p></p><p>The core system only assumes 3 "primary" item slots - armor, weapon, neck.</p><p>At 1st to 5th level the system assumes a +1 bonus to Attack, Damage, and Defenses. If you don't want to give out 'permanent' magic items until higher levels, give every PC a +1 bonus to Attack, Damage and Defenses at 1st level and then start giving +1 items at 6th level (basically bumping every "tier" of item up by 1, and not using the +6 items). </p><p></p><p>To do a NO magic item game, simply give the PC's a +1 bonus at 1st, 6th, 11th, 16th, 21st and 26th level.</p><p></p><p>You can also mix and match. Say I want magic to be rare, and only want the PCs to find a "power up" item at each tier.</p><p></p><p>* 1st level = PC's get a +1 to ATK, DAM, DEF</p><p>* Between 6th and 10th you give out +1 items (or allow them to be crafted)</p><p>* 11th level = PC's get a +1 to ATK, DAM, DEF</p><p>* Between 16th and 20th you give out +2 items (or allow them to be crafted)</p><p>* 21st level = PC's get a +1 to ATK, DAM, DEF</p><p>* Between 26th and 29th you give out +3 items (or allow them to be crafted)</p><p></p><p>In this way, items are still low powered and rare to uncommon but the PC's still have the expected mathematical balance required by the system.</p><p></p><p>You also don't have to use the rituals as-is for items. You can make them harder if it fits your campaign.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 4345088, member: 2167"] Just jumping in late to throw in a few comments. Keep in mind that the way the system is set up, you don't technically HAVE to give up on low-magic settings. You simply need to compensate. The core system only assumes 3 "primary" item slots - armor, weapon, neck. At 1st to 5th level the system assumes a +1 bonus to Attack, Damage, and Defenses. If you don't want to give out 'permanent' magic items until higher levels, give every PC a +1 bonus to Attack, Damage and Defenses at 1st level and then start giving +1 items at 6th level (basically bumping every "tier" of item up by 1, and not using the +6 items). To do a NO magic item game, simply give the PC's a +1 bonus at 1st, 6th, 11th, 16th, 21st and 26th level. You can also mix and match. Say I want magic to be rare, and only want the PCs to find a "power up" item at each tier. * 1st level = PC's get a +1 to ATK, DAM, DEF * Between 6th and 10th you give out +1 items (or allow them to be crafted) * 11th level = PC's get a +1 to ATK, DAM, DEF * Between 16th and 20th you give out +2 items (or allow them to be crafted) * 21st level = PC's get a +1 to ATK, DAM, DEF * Between 26th and 29th you give out +3 items (or allow them to be crafted) In this way, items are still low powered and rare to uncommon but the PC's still have the expected mathematical balance required by the system. You also don't have to use the rituals as-is for items. You can make them harder if it fits your campaign. [/QUOTE]
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Item Creation Rituals - several points
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