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*Pathfinder & Starfinder
Low wealth and mysterious magic
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<blockquote data-quote="Alisair Longreach" data-source="post: 5059617" data-attributes="member: 50851"><p>In the thread about what 4E doesn't do well there were complaints about how unrealistic the 4E economy is and how boring magic items are.</p><p> </p><p>Here is how I would deal with that.</p><p> </p><p>Low wealth:</p><p>Use the inherent bonus rule from DMG2 or your own house rule version.</p><p>Treasure parcels should include one or two extra magic items, give out less money but more art objects and gems, replace one parcel with rituals of equal value, replace one parcel with intangible rewards like Grandmaster Training, Divine Boons, nobility titles or worthless but impressive looking status objects.</p><p> </p><p>Mysterious magic:</p><p>Magic items and rituals have no market price. <u>None</u>. There should be no magic shops. Magic items is bartered for other magic items or to learn new rituals. Don't let your players read the Adventurer's Vaults and the Book of Rituals.</p><p> </p><p>Making magic items without money:</p><p>Crafting a magic item requires three parts:</p><p>A physical part. This might the sword that is about to be enchanted. The base price should be about 2 to 10 times the market price of the mundane item.</p><p>A magical part. This is either body parts of a magical creature, a magical substance like Sparkly Faerie Dust or Residuum from two or more magic items.</p><p>A ritual. Either Enchant Magic Item (lv 4) or Enchant [specific magic item] with a ritual level equal to the magic item level. The physical and magical parts are the component cost.</p><p> </p><p>Other considerations:</p><p>For rituals you could consider handwawing the component cost by ignoring it for most rituals except the expensive ones and removing one treasure parcel. This might make rituals more interesting for your players.</p><p> </p><p>For magic items you could consider removing the Milestones rules. This removes the cap on how many magic item daily powers a PC can use in any given encounter which does make magic items more useful. The disadvantage is that you are removing one of the carrots on the metagame stick that lures PCs on to the next encounter and you risk the PCs "going nova" in boss fights. Magic rings and a few specific magic items must be redesigned, either by ignoring the Milestone bonus or by making it inherent. Action Points are either available each encounter or once per day, your choice. A few features of some paragon paths and epic destinies would also need to be redesigned. </p><p> </p><p>Another benefit by removing milestones is that you avoid a fiddly bit accounting at the table.</p></blockquote><p></p>
[QUOTE="Alisair Longreach, post: 5059617, member: 50851"] In the thread about what 4E doesn't do well there were complaints about how unrealistic the 4E economy is and how boring magic items are. Here is how I would deal with that. Low wealth: Use the inherent bonus rule from DMG2 or your own house rule version. Treasure parcels should include one or two extra magic items, give out less money but more art objects and gems, replace one parcel with rituals of equal value, replace one parcel with intangible rewards like Grandmaster Training, Divine Boons, nobility titles or worthless but impressive looking status objects. Mysterious magic: Magic items and rituals have no market price. [U]None[/U]. There should be no magic shops. Magic items is bartered for other magic items or to learn new rituals. Don't let your players read the Adventurer's Vaults and the Book of Rituals. Making magic items without money: Crafting a magic item requires three parts: A physical part. This might the sword that is about to be enchanted. The base price should be about 2 to 10 times the market price of the mundane item. A magical part. This is either body parts of a magical creature, a magical substance like Sparkly Faerie Dust or Residuum from two or more magic items. A ritual. Either Enchant Magic Item (lv 4) or Enchant [specific magic item] with a ritual level equal to the magic item level. The physical and magical parts are the component cost. Other considerations: For rituals you could consider handwawing the component cost by ignoring it for most rituals except the expensive ones and removing one treasure parcel. This might make rituals more interesting for your players. For magic items you could consider removing the Milestones rules. This removes the cap on how many magic item daily powers a PC can use in any given encounter which does make magic items more useful. The disadvantage is that you are removing one of the carrots on the metagame stick that lures PCs on to the next encounter and you risk the PCs "going nova" in boss fights. Magic rings and a few specific magic items must be redesigned, either by ignoring the Milestone bonus or by making it inherent. Action Points are either available each encounter or once per day, your choice. A few features of some paragon paths and epic destinies would also need to be redesigned. Another benefit by removing milestones is that you avoid a fiddly bit accounting at the table. [/QUOTE]
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