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*Pathfinder & Starfinder
Point buy in low magic item game.
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<blockquote data-quote="Nyeshet" data-source="post: 2931322" data-attributes="member: 18363"><p>Heard of Iron Heroes? It may help you out a bit. The PCs gain feats more often, but the feats are part of powerful feat chains, and taking ones that go along with your class (archer, heavy armored fighter, rager, etc) are not only easier to take - it is easier to activate their power (through tokens, although it works in the same method as an assassin (ie: rounds or similar used), so phyical tokens are not necessarily necessary). Also, it uses a system that makes it easier to build up skills - esp class skills. All in all, it works well for (very) low magic systems that want to work in a world where magically dangerous creatures still exist. </p><p></p><p>I would also suggestion having masterwork - or a new 'grandmasterwork' (DC 30) - count for the purpose of overcoming magic based DR in your system. Similarly, the AL of the character could determine the AL of the attack (or a feat may replace such a need). </p><p></p><p>As for magical components - if the spell has a type (fire, light, negative, etc) then perhaps the component must come from a creature of said type whose CR is typical of the equivalent casting level. So a part from a CR 9 creature with the Fire subtype is necessary to cast a 4th level fire type spell. Maybe a Profession (taxidermy) or (healer) or a Knowledge check (monster) or (arcana) is necessary to know what to remove - and how to remove it. Failure results in either failure to remove a viable bit (ie: it is so torn up, leaking, etc as to be useless) or the part is removed but not useable (another check to notice, if failure by more than perhaps 5 or 10). Perhaps some rare plants or minerals can substitute. Note that trading towns may have arisen based on this.</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 2931322, member: 18363"] Heard of Iron Heroes? It may help you out a bit. The PCs gain feats more often, but the feats are part of powerful feat chains, and taking ones that go along with your class (archer, heavy armored fighter, rager, etc) are not only easier to take - it is easier to activate their power (through tokens, although it works in the same method as an assassin (ie: rounds or similar used), so phyical tokens are not necessarily necessary). Also, it uses a system that makes it easier to build up skills - esp class skills. All in all, it works well for (very) low magic systems that want to work in a world where magically dangerous creatures still exist. I would also suggestion having masterwork - or a new 'grandmasterwork' (DC 30) - count for the purpose of overcoming magic based DR in your system. Similarly, the AL of the character could determine the AL of the attack (or a feat may replace such a need). As for magical components - if the spell has a type (fire, light, negative, etc) then perhaps the component must come from a creature of said type whose CR is typical of the equivalent casting level. So a part from a CR 9 creature with the Fire subtype is necessary to cast a 4th level fire type spell. Maybe a Profession (taxidermy) or (healer) or a Knowledge check (monster) or (arcana) is necessary to know what to remove - and how to remove it. Failure results in either failure to remove a viable bit (ie: it is so torn up, leaking, etc as to be useless) or the part is removed but not useable (another check to notice, if failure by more than perhaps 5 or 10). Perhaps some rare plants or minerals can substitute. Note that trading towns may have arisen based on this. [/QUOTE]
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