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General Tabletop Discussion
*Pathfinder & Starfinder
Unusual Weapon Abilities vs. the DMG
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<blockquote data-quote="dcollins" data-source="post: 796210" data-attributes="member: 876"><p>Apparently you're looking for precedents or use of the topics you mention in previously-published items.</p><p></p><p>The overall scope, short answer to those questions is, "no". Such things basically don't exist in the core rules. I would recommend not generally going so far outside the weapon design structure as that. As an example, the idea of "-1 market price for a weapon whose magic only affects living creatures" would be very broken indeed.</p><p></p><p>Now a few things that might be taken as near-examples:</p><p></p><p>- "Non-combat" can be pretty broad. There as special weapons that give water breathing or speak-languages languages abilities, for example (that trident in the DMG). But I would recommend weapons retaining mostly offensive-based magics.</p><p></p><p>- The Defending property, which offloads enhancement bonus to AC, gets a bit more flexible as the enhancement goes up. But that example specifically <em>loses</em> the appropriate enhancement when you trigger the power.</p><p></p><p>- I did use the idea of a -1 Market modifier in my conversion of module G3 for drow weapons (see here at the ENWorld site) -- it did sort of make sense to include a cursed restriction in the structure of weapon costs as a market price subtraction. But I've never seen that in anything formally published, and I only came to it as a desperate bid to convert that classic module.</p><p></p><p>Since all new items are house-rules, there's <em>big</em> variety of opinions on these matters. Some people are totally happy to convert special item abilities to constant (non-scaling) bonus modifiers. Personally, I really, really don't like that, and feel it breaks the weapon pricing system. However, I have taken those special items and used their abilities/prices as a percentage ratio to the overall cost (i.e., "hmmm, this ability is about 75% of a +2 bonus, so +2 more would be 75% of +4..."). That I'd be comfortable with.</p></blockquote><p></p>
[QUOTE="dcollins, post: 796210, member: 876"] Apparently you're looking for precedents or use of the topics you mention in previously-published items. The overall scope, short answer to those questions is, "no". Such things basically don't exist in the core rules. I would recommend not generally going so far outside the weapon design structure as that. As an example, the idea of "-1 market price for a weapon whose magic only affects living creatures" would be very broken indeed. Now a few things that might be taken as near-examples: - "Non-combat" can be pretty broad. There as special weapons that give water breathing or speak-languages languages abilities, for example (that trident in the DMG). But I would recommend weapons retaining mostly offensive-based magics. - The Defending property, which offloads enhancement bonus to AC, gets a bit more flexible as the enhancement goes up. But that example specifically [i]loses[/i] the appropriate enhancement when you trigger the power. - I did use the idea of a -1 Market modifier in my conversion of module G3 for drow weapons (see here at the ENWorld site) -- it did sort of make sense to include a cursed restriction in the structure of weapon costs as a market price subtraction. But I've never seen that in anything formally published, and I only came to it as a desperate bid to convert that classic module. Since all new items are house-rules, there's [i]big[/i] variety of opinions on these matters. Some people are totally happy to convert special item abilities to constant (non-scaling) bonus modifiers. Personally, I really, really don't like that, and feel it breaks the weapon pricing system. However, I have taken those special items and used their abilities/prices as a percentage ratio to the overall cost (i.e., "hmmm, this ability is about 75% of a +2 bonus, so +2 more would be 75% of +4..."). That I'd be comfortable with. [/QUOTE]
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Unusual Weapon Abilities vs. the DMG
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