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Pathfinder 1E New to Pathfinder, need some advice

avin

First Post
In november I will be running a one shot Planescape game.

Four friends were invited to freely convert their former characters from 3.5 to Pathfinder.

They will play at level 16, 25 points for abilities and 315.000 GP for equipment (haven't had the time for checking if this is the appropriate amount).

One of them, a well known comboman, asked if there wiull be forbidden items... and how much cumulative points armor and weapons can have (?).

As this will be my first PF experience I have no clue about what he's talking about...

Are there items I should forbid? Which is the highest level of items I should allow?
 

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Everything you're doing is fine. My advice would be to respond with "nothing is specifically forbidden but I reserve the right to veto any item, feat, or spell after I have a chance to review it."

If he's a normal player you shouldn't have any issue. If he's trying to sneak one past you, you've got your opportunity to disallow whatever broken thing he's found.
 

Ok, but it will be a one shot game... maybe I will notice the broken stuff when it's too late.

And he's a comboman.
 

"Comboman" is a nonstandard term in Internet gamer circles; you may want to try using one of the more commonly-used terms for player types. If you've never encountered them before, I suggest you try reading this list and absorb the terminology there.

Based on context, though, it looks like you're saying this player is a Power Gamer; that type you have to be very careful about allowing things. I'd say, if it worries you that much, then just tell the player that no non-standard items will be permitted- nothing that isn't an item directly listed in the Core Rulebook. Not even items combining things from the Core are allowed, if you go strict like this, even though Core has rules allowing you to combine items by paying higher costs. If you're allowing the APG (Advanced Player's Guide), then that has some items in it too, which you should probably allow (as long as they're right out of the book, again, no combinations).

This is harsh, especially for experienced players of a system, but since that's not you, it may be your best bet.

EDIT: And, going again on context, it sounds to me like the "points" the player is talking about are the "total plusses" of armor and weapons. So, for example, a +2 Flaming Ghost Touch Longsword is a total +4 item, because it has the base +2 and two special abilities which are each worth +1 (Flaming and Ghost Touch). So the player is probably asking, can he stack as many abilities as he wants on his armor and weapons to get a superitem? (This is a very common power gamer trait.) For this, I recommend telling him, no items above 100,000 gp allowed, which would mean a +7 weapon and a +10 armor- but also tell him that at least half of the bonus on any armor or weapon must be the pure enhancement bonus. So for example, that +2 Flaming Ghost Touch Longsword I mentioned above would be allowed, since it has +2 base and +2 abilities, but a +2 Flaming Ghost Touch Longsword of Speed is not allowed, because that's +2 on the item bonus and +5 in special abilities. Power gamers strongly prefer to stack as many special abilities on their weapons and armor as possible, rather than increasing the base "plus," since it's a relatively cheap way to get more game power.
 
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