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*Pathfinder & Starfinder
Magic weapon crafting tweaks, need your eyeballs please
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<blockquote data-quote="blargney the second" data-source="post: 5864399" data-attributes="member: 14678"><p>Welcome to ENWorld! I enjoy that your first post dives right in. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For what it's worth, the items I have listed as parameters in the first post are already set in stone. I'm just a player in this game, and my DM has asked me to scout out some tweaks to the crafting rules to reduce the load on him.</p><p></p><p>I can expand on some of the parameters that you mentioned:</p><p>1. <em>E6</em> - you're totally correct that this is the root source of the majority of the glitches we're encountering here. But it's SO AWESOME. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>2. <em>Crappy materials</em> - at this point we aren't examining the Craft skill itself. We already have the non-magical items and just want to inspect the module about crafting them into magic items. My bard went from a bone weapon (-1 att/-1 dam), to obsidian (+0/-1), to MW obsidian (+1/-1), to his current MW steel sword (+1/+0). Those correlated pretty closely to levels 1-4. The MW steel sword is the one I am intending to fixer-upper as my bonded weapon.</p><p>3. <em>No +X enhancements</em> - addendum: weapons can have special effects put on them without first having a minimum +1 enhancement. This was already in place, I just took it as such a given that I neglected to state it outright.</p><p>4. <em>Weapon breakage</em> - the DC is 15, and materials determine the save bonus. Bone is +4, obsidian +2, bronze +8, steel +10. Any weapon at all is subject to this rule. We've broken quite a number of weapons already. It's actually a really nifty and flavourful house rule that accomplishes the design objective that the DM wanted.</p><p>5. <em>Drawbacks and charges</em> - I think you're onto something with the vicious idea. It's at the very least an excellent starting place! Given the extreme level of poverty in this setting, maybe drawbacks are just an optional way of reducing an item's cost. Come to think of it, all the charged items we've found so far are use-activated, which already has its own form of discount. If we use the appropriate crafting rules for charged & use-activated items, that probably sorts out a bunch of issues on its own.</p><p></p><p></p><p>Fair enough on the scratching drawbacks component.</p><p></p><p>Okay, so it sounds like we're onto a reasonable solution here. Set a cap of +2 or +3 (up to the DM, really), remove minimum CLs and required spells for special effects, and go to town. I'm a big fan of simple and effective solutions. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Thanks for replying!</p><p>-blarg</p></blockquote><p></p>
[QUOTE="blargney the second, post: 5864399, member: 14678"] Welcome to ENWorld! I enjoy that your first post dives right in. :) For what it's worth, the items I have listed as parameters in the first post are already set in stone. I'm just a player in this game, and my DM has asked me to scout out some tweaks to the crafting rules to reduce the load on him. I can expand on some of the parameters that you mentioned: 1. [i]E6[/i] - you're totally correct that this is the root source of the majority of the glitches we're encountering here. But it's SO AWESOME. :) 2. [i]Crappy materials[/i] - at this point we aren't examining the Craft skill itself. We already have the non-magical items and just want to inspect the module about crafting them into magic items. My bard went from a bone weapon (-1 att/-1 dam), to obsidian (+0/-1), to MW obsidian (+1/-1), to his current MW steel sword (+1/+0). Those correlated pretty closely to levels 1-4. The MW steel sword is the one I am intending to fixer-upper as my bonded weapon. 3. [i]No +X enhancements[/i] - addendum: weapons can have special effects put on them without first having a minimum +1 enhancement. This was already in place, I just took it as such a given that I neglected to state it outright. 4. [i]Weapon breakage[/i] - the DC is 15, and materials determine the save bonus. Bone is +4, obsidian +2, bronze +8, steel +10. Any weapon at all is subject to this rule. We've broken quite a number of weapons already. It's actually a really nifty and flavourful house rule that accomplishes the design objective that the DM wanted. 5. [i]Drawbacks and charges[/i] - I think you're onto something with the vicious idea. It's at the very least an excellent starting place! Given the extreme level of poverty in this setting, maybe drawbacks are just an optional way of reducing an item's cost. Come to think of it, all the charged items we've found so far are use-activated, which already has its own form of discount. If we use the appropriate crafting rules for charged & use-activated items, that probably sorts out a bunch of issues on its own. Fair enough on the scratching drawbacks component. Okay, so it sounds like we're onto a reasonable solution here. Set a cap of +2 or +3 (up to the DM, really), remove minimum CLs and required spells for special effects, and go to town. I'm a big fan of simple and effective solutions. :) Thanks for replying! -blarg [/QUOTE]
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