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General Tabletop Discussion
*Pathfinder & Starfinder
Rules for making weapons magical with exp
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<blockquote data-quote="Silveras" data-source="post: 1316910" data-attributes="member: 6271"><p>The system in Dragon was inspired by the Samurai's Ancestral Daisho in Oriental Adventures. </p><p></p><p>The rules option described making "Leveled Items". The creator pays reduced cost to craft the item, because the eventual user must spend XP to "activate" the powers. </p><p></p><p>Note that the user does not CHOOSE the powers. The creator essentially makes a regular weapon or armor with abilities up to a total of +10 (only +5 can be actual combat enhancement bonuses, the other +5 must be from misc. abilities). When initially found, only the 1st +1 is active. The owner must spend XP to "activate" one other function at a time, in succession (example: +2, +3, keen, shocking burst, +4, bane, and finally +5). The creator can also specify conditions that must be met, AND you must be a certain level before a combined "effective +" can be activated. </p><p></p><p>For example, you have to be 5th level to have any combination of abilities that amount to +3 active. This is to avoid a character staying 3rd level but spending all kinds of XP to get a +5 vorpal demon bane sword. </p><p></p><p>I rather like this approach, and will be using it in future in my world. When I run again. Someday. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Silveras, post: 1316910, member: 6271"] The system in Dragon was inspired by the Samurai's Ancestral Daisho in Oriental Adventures. The rules option described making "Leveled Items". The creator pays reduced cost to craft the item, because the eventual user must spend XP to "activate" the powers. Note that the user does not CHOOSE the powers. The creator essentially makes a regular weapon or armor with abilities up to a total of +10 (only +5 can be actual combat enhancement bonuses, the other +5 must be from misc. abilities). When initially found, only the 1st +1 is active. The owner must spend XP to "activate" one other function at a time, in succession (example: +2, +3, keen, shocking burst, +4, bane, and finally +5). The creator can also specify conditions that must be met, AND you must be a certain level before a combined "effective +" can be activated. For example, you have to be 5th level to have any combination of abilities that amount to +3 active. This is to avoid a character staying 3rd level but spending all kinds of XP to get a +5 vorpal demon bane sword. I rather like this approach, and will be using it in future in my world. When I run again. Someday. ;) [/QUOTE]
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Rules for making weapons magical with exp
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