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General Tabletop Discussion
*Pathfinder & Starfinder
Opinions please on these two player created magical items.
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<blockquote data-quote="Kinak" data-source="post: 6017073" data-attributes="member: 6694112"><p>The math on the stabilize token is what I would do with it. It will take a bit of danger away from encounters, but also reduce the risk of random PC death. It's probably harmless.</p><p></p><p>I wouldn't allow the second one in my game, at least not at that cost. Compare it to the ring of regeneration. They're not directly comparable, but there's a reason that the ring costs 90,000 gp and occupies a slot.</p><p></p><p>I could see that costing anywhere from 45,000 to 180,000 gp. I'd lean towards 180,000. That's what a ring of regeneration ioun stone would cost, which the item he suggests is arguably better than (because it applies to the whole party).</p><p></p><p>The only reason I could really see allowing the second item is if you specifically want to run a game where the players are at full HP every encounter. If you do, I'd suggest giving the party a minor relic of their god or something, rather than making someone pay for the item.</p><p></p><p>If you don't want to say "no" directly, I'd suggest reworking on one of two lines:</p><p><strong>Goodberry </strong>- This spell is the best example of how the current rules handle potentially unlimited 1 HP healing. Limit the item to 8 HP per person per day (shared by all effects of this type, including goodberry).</p><p><strong>Cost </strong>- Make the item consume some sort of costly material component. Have it bless 7 gp worth of aromatic oils and spices, that must be applied immediately as part of a full-round action, healing 5 HP.</p><p></p><p>The second one is basically a bookkeeping-free wand of cure light wounds like the player says he wants (also requires less die-rolling). Make the player worry a bit about gathering the components during downtime and things should balance out cost-wise.</p><p></p><p>Hope that helped!</p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6017073, member: 6694112"] The math on the stabilize token is what I would do with it. It will take a bit of danger away from encounters, but also reduce the risk of random PC death. It's probably harmless. I wouldn't allow the second one in my game, at least not at that cost. Compare it to the ring of regeneration. They're not directly comparable, but there's a reason that the ring costs 90,000 gp and occupies a slot. I could see that costing anywhere from 45,000 to 180,000 gp. I'd lean towards 180,000. That's what a ring of regeneration ioun stone would cost, which the item he suggests is arguably better than (because it applies to the whole party). The only reason I could really see allowing the second item is if you specifically want to run a game where the players are at full HP every encounter. If you do, I'd suggest giving the party a minor relic of their god or something, rather than making someone pay for the item. If you don't want to say "no" directly, I'd suggest reworking on one of two lines: [B]Goodberry [/B]- This spell is the best example of how the current rules handle potentially unlimited 1 HP healing. Limit the item to 8 HP per person per day (shared by all effects of this type, including goodberry). [B]Cost [/B]- Make the item consume some sort of costly material component. Have it bless 7 gp worth of aromatic oils and spices, that must be applied immediately as part of a full-round action, healing 5 HP. The second one is basically a bookkeeping-free wand of cure light wounds like the player says he wants (also requires less die-rolling). Make the player worry a bit about gathering the components during downtime and things should balance out cost-wise. Hope that helped! Cheers! Kinak [/QUOTE]
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Opinions please on these two player created magical items.
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