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General Tabletop Discussion
*Pathfinder & Starfinder
Low level Soul Stealing
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<blockquote data-quote="moritheil" data-source="post: 4072091" data-attributes="member: 30610"><p>As a DM, I would not allow a price reduction. Before anyone cries foul, let me point out that across multiple campaigns, the only circumstances under which I have seen players keenly interested in using souls for item creation were as follows: Artificer characters with craft XP buffer as a class feature, multiple feats that reduce creation cost several times, and constructs/followers that do the actual crafting. They also had access to an evil shrine (obviously, it's an evil party if the artificer is going to burn souls to upgrade everyone's armor/weapons) and the means to supply sacrifices (not hard in the typical setting if you are above level 5.)</p><p></p><p>The problem with "spending souls" lies in what you are giving up. Sure, the soul is "worth something" in the universe (it's currency on the lower planes), but from a metagame perspective, is any given soul really worth something? That is, do you have to give up anything when you are spending it in item creation? I would argue no. Normally adventurers kill dozens of enemies and simply leave their souls be. Taking the soul out of an enemy therefore already constitutes an extra benefit; offering a weapon that allows this is effectively no different than if you allowed your party to buy "daggers of greed" that increased the gp value of loot from virtually every encounter they faced. </p><p></p><p>Now, you might whip up some math to argue that a case could still be made for a price reduction. However, stealing the souls of your enemies already has a tremendous game benefit even if you don't use those souls to do anything - it prevents your opponents' allies from raising them or (in some cases) speaking to them to obtain vital information. Spending the soul does not in any way diminish that benefit and in fact increases it.</p></blockquote><p></p>
[QUOTE="moritheil, post: 4072091, member: 30610"] As a DM, I would not allow a price reduction. Before anyone cries foul, let me point out that across multiple campaigns, the only circumstances under which I have seen players keenly interested in using souls for item creation were as follows: Artificer characters with craft XP buffer as a class feature, multiple feats that reduce creation cost several times, and constructs/followers that do the actual crafting. They also had access to an evil shrine (obviously, it's an evil party if the artificer is going to burn souls to upgrade everyone's armor/weapons) and the means to supply sacrifices (not hard in the typical setting if you are above level 5.) The problem with "spending souls" lies in what you are giving up. Sure, the soul is "worth something" in the universe (it's currency on the lower planes), but from a metagame perspective, is any given soul really worth something? That is, do you have to give up anything when you are spending it in item creation? I would argue no. Normally adventurers kill dozens of enemies and simply leave their souls be. Taking the soul out of an enemy therefore already constitutes an extra benefit; offering a weapon that allows this is effectively no different than if you allowed your party to buy "daggers of greed" that increased the gp value of loot from virtually every encounter they faced. Now, you might whip up some math to argue that a case could still be made for a price reduction. However, stealing the souls of your enemies already has a tremendous game benefit even if you don't use those souls to do anything - it prevents your opponents' allies from raising them or (in some cases) speaking to them to obtain vital information. Spending the soul does not in any way diminish that benefit and in fact increases it. [/QUOTE]
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Low level Soul Stealing
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