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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Weapon Upgrade Idea...
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<blockquote data-quote="babomb" data-source="post: 2288695" data-attributes="member: 1316"><p>The Dragon article in question is issue #289.</p><p></p><p>To craft a leveled item, you have to meet all the requirements to create a normal item with its max abilities. It is, however, cheaper to make a leveled item. Weapons cost bonus squared * 2000 GP * 0.6, armor half that.</p><p></p><p>The weapon starts at a +1. You can raise the weapon to a bonus no higher than (your level - 1)/2. (I.e., You have to be level 5 to raise it to +2, etc.) The Total XP cost for a given bonus is bonus^2 * 200 for armor and bonus^2 * 400 for weapons (800 and 1600 for +2, respectively). This works only for you; if another PC picks up the sword, it's only a +1. Also, for double weapons, each head is independent, and XP need not be distributed evenly.</p><p></p><p>The game <em>Secret of Mana</em> had leveled items too, but they worked independently of your XP. The way it worked was that a weapon started at level 0. Every time you killed an enemy (regardless of how much XP it was worth), the weapon gained 9-its current level XP. Every 100 XP, it leveled up. This gave you a new technique with it. However the weapon had a level cap (initially 1). You could only raise its level by having the blacksmith "reforge" it. This process required money and "weapon orbs" that you could only get by beating bosses. (The reforging also increased its to-hit and damage, and sometimes gave it special properties, like extra damage vs. insects.) The highest you could get a weapon was level 8.99. Also, each character had to level the weapon up independently: a sword might be level 6 for one character and 2 for another.</p></blockquote><p></p>
[QUOTE="babomb, post: 2288695, member: 1316"] The Dragon article in question is issue #289. To craft a leveled item, you have to meet all the requirements to create a normal item with its max abilities. It is, however, cheaper to make a leveled item. Weapons cost bonus squared * 2000 GP * 0.6, armor half that. The weapon starts at a +1. You can raise the weapon to a bonus no higher than (your level - 1)/2. (I.e., You have to be level 5 to raise it to +2, etc.) The Total XP cost for a given bonus is bonus^2 * 200 for armor and bonus^2 * 400 for weapons (800 and 1600 for +2, respectively). This works only for you; if another PC picks up the sword, it's only a +1. Also, for double weapons, each head is independent, and XP need not be distributed evenly. The game [i]Secret of Mana[/i] had leveled items too, but they worked independently of your XP. The way it worked was that a weapon started at level 0. Every time you killed an enemy (regardless of how much XP it was worth), the weapon gained 9-its current level XP. Every 100 XP, it leveled up. This gave you a new technique with it. However the weapon had a level cap (initially 1). You could only raise its level by having the blacksmith "reforge" it. This process required money and "weapon orbs" that you could only get by beating bosses. (The reforging also increased its to-hit and damage, and sometimes gave it special properties, like extra damage vs. insects.) The highest you could get a weapon was level 8.99. Also, each character had to level the weapon up independently: a sword might be level 6 for one character and 2 for another. [/QUOTE]
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