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*Pathfinder & Starfinder
Magical reagents for item creation
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<blockquote data-quote="tmaaas" data-source="post: 421315" data-attributes="member: 6481"><p>This idea has a lot of potential as an alternative to xp-based item creation or casting.</p><p></p><p>So, I my party just killed a juvenile blue dragon, we'd be able to harvest a 'CR 7' evocation reagent from it?</p><p></p><p>Some questions/ideas:</p><p></p><p>* What quantity of reagent may be harvested? Enough for one 'item'? For a certain amount of 'XP' substitute? Is this directly related to the 'CR' value or separate? Is it related the to creature’s size?</p><p></p><p>* Can you combine lower CR reagents to substitute for a higher CR reagent? Do two CR 7 reagents make a CR 9 (using the +2 CR = twice as powerful concept)? CR 14? Something else? </p><p></p><p>* Can 'universal' reagents be harvested? Can any reagent be used to power a 'universal' effect?</p><p></p><p>* What about creatures with more than one supernatural ability? </p><p></p><p>If you plan on fully developing this reagent idea, you might also want to consider:</p><p></p><p>* Its effect on frequency of magic item creation. Will it make it more or less common? </p><p></p><p>* Its effect on over all character wealth. Now they have another source of treasure. This may impact what creatures the DM throws at the party.</p><p></p><p>* Using the same rules to replace XP cost for spells.</p><p></p><p>* The benefit it gives item-creating spellcasters relative to other classes. Now they don't have to fall behind in levels.</p><p></p><p>* Balance between magic schools. I would assume that evocation would be the easiest to obtain reagents for. </p><p></p><p>* Reagents from creatures with spell-like abilities. Essentially, if the ability can be suppressed by a no magic zone and is ‘inherent’ to the creature, it probably should have an associated reagent.</p><p></p><p>* If you are a true RBDM, rules for harvesting reagents from spellcasters (at least CHA based ones, since they are supposed to have ‘inherent’ magical power). But I would do it for all spellcasters. Makes it a little more interesting when other spellcasters are out for their blood, heart, brain, or whatever. </p><p></p><p>* Time and equipment necessary to harvest or transport reagents; spoilage; damage to reagents due to combat (might make the mage think twice about tossing that disintrigate spell . . .), etc.</p><p></p><p>Of course, if you did a complete job:</p><p>* coming up with a good basic system.</p><p>* updating all SRD creatures, spells, and items with reagents supplied/required (quantity/CR, suggested ‘parts’).</p><p>* new feats and prestige classes.</p><p>* play testing for balance.</p><p>I would encourage you to put it up for sale as a pdf.</p><p></p><p>Good luck,</p><p></p><p>tmaaas</p></blockquote><p></p>
[QUOTE="tmaaas, post: 421315, member: 6481"] This idea has a lot of potential as an alternative to xp-based item creation or casting. So, I my party just killed a juvenile blue dragon, we'd be able to harvest a 'CR 7' evocation reagent from it? Some questions/ideas: * What quantity of reagent may be harvested? Enough for one 'item'? For a certain amount of 'XP' substitute? Is this directly related to the 'CR' value or separate? Is it related the to creature’s size? * Can you combine lower CR reagents to substitute for a higher CR reagent? Do two CR 7 reagents make a CR 9 (using the +2 CR = twice as powerful concept)? CR 14? Something else? * Can 'universal' reagents be harvested? Can any reagent be used to power a 'universal' effect? * What about creatures with more than one supernatural ability? If you plan on fully developing this reagent idea, you might also want to consider: * Its effect on frequency of magic item creation. Will it make it more or less common? * Its effect on over all character wealth. Now they have another source of treasure. This may impact what creatures the DM throws at the party. * Using the same rules to replace XP cost for spells. * The benefit it gives item-creating spellcasters relative to other classes. Now they don't have to fall behind in levels. * Balance between magic schools. I would assume that evocation would be the easiest to obtain reagents for. * Reagents from creatures with spell-like abilities. Essentially, if the ability can be suppressed by a no magic zone and is ‘inherent’ to the creature, it probably should have an associated reagent. * If you are a true RBDM, rules for harvesting reagents from spellcasters (at least CHA based ones, since they are supposed to have ‘inherent’ magical power). But I would do it for all spellcasters. Makes it a little more interesting when other spellcasters are out for their blood, heart, brain, or whatever. * Time and equipment necessary to harvest or transport reagents; spoilage; damage to reagents due to combat (might make the mage think twice about tossing that disintrigate spell . . .), etc. Of course, if you did a complete job: * coming up with a good basic system. * updating all SRD creatures, spells, and items with reagents supplied/required (quantity/CR, suggested ‘parts’). * new feats and prestige classes. * play testing for balance. I would encourage you to put it up for sale as a pdf. Good luck, tmaaas [/QUOTE]
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