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General Tabletop Discussion
*Pathfinder & Starfinder
Item Creation Rituals - several points
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<blockquote data-quote="Krensus" data-source="post: 4680309" data-attributes="member: 59340"><p>This reminds me a lot of when I played 2nd ed and always had to ask if any of the skin from the giants we had just slain was suitable to be made into a Girdle of Giant Strength. The way I've done it in my game is that I convert parcel gold in encounter with weird or magical creatures that wouldn't care about money into ritual components. It's not as specific as yours, as I'd rather not deal witht he hassle of bookkeeping on my end or the player's.</p><p></p><p>At first, I was very reactionary about this ritual as well, as I had banned Item Creation Feats from my 3-3.5 games because I wanted to control the tempo of what items were allowed. Now that player's give me a wish list of what items they want for each level, I see item crafting as a way for the 1-2 players who didn't get a magic item this level to get something they want at the cost of gold. Because the parcels can give Party Level +2 items, those characters are being penalized for not getting an item as loot (they can only craft an item up to their level), but they can still get a utility item or an item not important enough to throw on their list. </p><p></p><p>What this means is a character can plan their advancement and feat selection around expecting upgrades they can actually use. In all honesty, did anyone really like slaying a dragon in an epic battle, then rummaging through his vast hoard to find...3 potions of healing, 3 cleric scrolls, a weapon no one's specialized in, and a cursed backbiter? Now, from a simulationist's point, yes, this can happen, what are the chances of there being something that 6 random people could use in that pile? But I always felt let down when we killed the BBEG and his loot is just worthless to everyone in the pary. Cue the 2 hour "bargaining in town" RP, we gotta get something out of this! </p><p></p><p></p><p>What I love about 4th edition is that items merely enhance the player's abilities instead of being the main source of their power. Instead of Excalibur outshining the skills King Arthur, it enables the potential he already has within him. My friend despises this as he's always been something of a loot whore, but I think it's an important point that magic items aren't nearly as powerful or worrisome as they formerly were, though I'm sure that will change as new books are published.</p><p></p><p>All that being said, I've accepted the ritual as just part of the game and a gold sink for players between adventures. I just see it as a way for a ranged/caster character to get enchanted armor without having to sacrifice that spot on their wish list where a magic implement would go.</p></blockquote><p></p>
[QUOTE="Krensus, post: 4680309, member: 59340"] This reminds me a lot of when I played 2nd ed and always had to ask if any of the skin from the giants we had just slain was suitable to be made into a Girdle of Giant Strength. The way I've done it in my game is that I convert parcel gold in encounter with weird or magical creatures that wouldn't care about money into ritual components. It's not as specific as yours, as I'd rather not deal witht he hassle of bookkeeping on my end or the player's. At first, I was very reactionary about this ritual as well, as I had banned Item Creation Feats from my 3-3.5 games because I wanted to control the tempo of what items were allowed. Now that player's give me a wish list of what items they want for each level, I see item crafting as a way for the 1-2 players who didn't get a magic item this level to get something they want at the cost of gold. Because the parcels can give Party Level +2 items, those characters are being penalized for not getting an item as loot (they can only craft an item up to their level), but they can still get a utility item or an item not important enough to throw on their list. What this means is a character can plan their advancement and feat selection around expecting upgrades they can actually use. In all honesty, did anyone really like slaying a dragon in an epic battle, then rummaging through his vast hoard to find...3 potions of healing, 3 cleric scrolls, a weapon no one's specialized in, and a cursed backbiter? Now, from a simulationist's point, yes, this can happen, what are the chances of there being something that 6 random people could use in that pile? But I always felt let down when we killed the BBEG and his loot is just worthless to everyone in the pary. Cue the 2 hour "bargaining in town" RP, we gotta get something out of this! What I love about 4th edition is that items merely enhance the player's abilities instead of being the main source of their power. Instead of Excalibur outshining the skills King Arthur, it enables the potential he already has within him. My friend despises this as he's always been something of a loot whore, but I think it's an important point that magic items aren't nearly as powerful or worrisome as they formerly were, though I'm sure that will change as new books are published. All that being said, I've accepted the ritual as just part of the game and a gold sink for players between adventures. I just see it as a way for a ranged/caster character to get enchanted armor without having to sacrifice that spot on their wish list where a magic implement would go. [/QUOTE]
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