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Side quest dungeon loot, Weapons, armor, spells
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<blockquote data-quote="gamerprinter" data-source="post: 6366951" data-attributes="member: 50895"><p>You are the GM, its up to you whether allowing use of online rules instead of "books only" is OK or not. When those "books only" players run the game, they can enforce the "books only" rule, but they are currently not the GM, so should have no say, only suggest, but you have final say.</p><p></p><p>I don't just let my spellcasters automatically know a spell, they have to research it, and that might mean finding a scroll in a dungeon, visiting a wizard's academy, or other teaching resource. Since I don't allow magic shops in my worlds, there is no one-stop-shop to get everything a wizard needs. No where in the rules does it suggest that any such information is automatically attained by every spellcaster. If they don't learn it (spells), they don't have access to it. And I treat it so <em>every spell</em> must be learned this way.</p><p></p><p>My homebrew stuff is generally published, so I've got nothing "free" to throw at you, and really magic items are among the list of stuff that there really is a minimal amount available, of the stuff I've published. I've got many class archetypes, new races and feats available, only a few spells and magic items.</p><p></p><p>I am working on something called Ancestral Relics, which is my version of <em>Weapons of Legacy</em>, though my relics include a lot more than just weapons. These are items that level up with a player, so you don't have to replace your +1 sword with a +2, rather the item levels up, as long as certain parameters are met. Ancestral relics are designed for use with my Kaidan setting of Japanese horror (PFRPG) and is still in development, but one of the parameters uses Kaidan's honor rules - you have to have a certain level of honor to qualify before an item levels up. Also event triggers are required that differ for each item. Some might require you to defeat an opponent 2 levels higher than you (though you don't have to defeat the opponent alone - you can do it with the entire party.) Some items require you to do a positive act to someone you consider an enemy - and similar requirements. Ancestral relics can help you build your story by forcing the characters to confront certain situations that you've pre-built into your campaign. However ancestral relics aren't released yet, with rules not yet set in stone (its not available yet).</p><p></p><p>Really its quite difficult to shoot you off a list of magic items for the purposes you ask for. Which magic items are best is entirely up to what kind of PCs your players are running, what are their PC's personal goals. Which item is best is nuanced with each player, and its different for each. So without knowing your players nor their PCs, I can't even guess what would be best for them.</p><p></p><p>One thing I do sometimes, is out of game, ask each player to give you a "wish list" of the spells and magic items they'd like their characters to be able to have. Study the list, look the items up (use d20pfsrd.com), and see which few of the many they ask would be fair and would fit the parameters of your campaign. Then provide them as found treasure in dungeons, or discover a local artificer willing to make such items for some defined cost (I often charge more than the listed prices for magic items.) Although I will insure that every PC gets a similar found item in every dungeon. I don't just have one item available from one players wish list, and not include items from other lists.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 6366951, member: 50895"] You are the GM, its up to you whether allowing use of online rules instead of "books only" is OK or not. When those "books only" players run the game, they can enforce the "books only" rule, but they are currently not the GM, so should have no say, only suggest, but you have final say. I don't just let my spellcasters automatically know a spell, they have to research it, and that might mean finding a scroll in a dungeon, visiting a wizard's academy, or other teaching resource. Since I don't allow magic shops in my worlds, there is no one-stop-shop to get everything a wizard needs. No where in the rules does it suggest that any such information is automatically attained by every spellcaster. If they don't learn it (spells), they don't have access to it. And I treat it so [I]every spell[/I] must be learned this way. My homebrew stuff is generally published, so I've got nothing "free" to throw at you, and really magic items are among the list of stuff that there really is a minimal amount available, of the stuff I've published. I've got many class archetypes, new races and feats available, only a few spells and magic items. I am working on something called Ancestral Relics, which is my version of [I]Weapons of Legacy[/I], though my relics include a lot more than just weapons. These are items that level up with a player, so you don't have to replace your +1 sword with a +2, rather the item levels up, as long as certain parameters are met. Ancestral relics are designed for use with my Kaidan setting of Japanese horror (PFRPG) and is still in development, but one of the parameters uses Kaidan's honor rules - you have to have a certain level of honor to qualify before an item levels up. Also event triggers are required that differ for each item. Some might require you to defeat an opponent 2 levels higher than you (though you don't have to defeat the opponent alone - you can do it with the entire party.) Some items require you to do a positive act to someone you consider an enemy - and similar requirements. Ancestral relics can help you build your story by forcing the characters to confront certain situations that you've pre-built into your campaign. However ancestral relics aren't released yet, with rules not yet set in stone (its not available yet). Really its quite difficult to shoot you off a list of magic items for the purposes you ask for. Which magic items are best is entirely up to what kind of PCs your players are running, what are their PC's personal goals. Which item is best is nuanced with each player, and its different for each. So without knowing your players nor their PCs, I can't even guess what would be best for them. One thing I do sometimes, is out of game, ask each player to give you a "wish list" of the spells and magic items they'd like their characters to be able to have. Study the list, look the items up (use d20pfsrd.com), and see which few of the many they ask would be fair and would fit the parameters of your campaign. Then provide them as found treasure in dungeons, or discover a local artificer willing to make such items for some defined cost (I often charge more than the listed prices for magic items.) Although I will insure that every PC gets a similar found item in every dungeon. I don't just have one item available from one players wish list, and not include items from other lists. [/QUOTE]
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