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General Tabletop Discussion
*Pathfinder & Starfinder
What house rules do you use in your games?
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<blockquote data-quote="Dog Moon" data-source="post: 1962061" data-attributes="member: 23023"><p>1. Specific magical weapons and armor are not limited to that type. A mace of terror, for example, could just as easily be a sword of terror. If an item does not logically fit into another category, it cannot be that type of weapon. For example, a Javelin of Lightning cannot be made into a sword.</p><p></p><p>2. Specific weapons and armor can have bonuses added to them. The specific items are the basic items and one specific item cannot be added to another. If a weapon costs 7,000gp, it is an equivalent to a +2 weapon (7k rounds up to 8k) and +8 worth of weapon bonuses can be applied to it. Often, prices include the price of the weapon. This is not included in the rounding.</p><p></p><p>I don't particularly like Specific Weapons and Armors as they are written. Yes, I have to admit that for some of them, they are interesting, but I don't like the idea that you can purchase a Specific Weapon that is +1 with an ability, but you can never make it a +2 weapon with that ability. Also, I like variety, which is why magical weapons can be of varying types, as long as they make sense.</p><p></p><p>3. There is no 'cost to create' on specific weapons and armor. The cost is based off the price like everything else.</p><p></p><p>I have read too many Specific Weapons and Armor that are, for example, like a +1 sword with shocking and flaming properties, but because it is a SPECIFIC weapon, it has a Cost to Create, which means the character spends the same gold and more XP than a simple +1 shocking, flaming weapon.</p><p></p><p>4. No favored classes or penalties for having two classes apart in level.</p><p></p><p>5. Using the Unearthed Arcana optional XP system.</p><p></p><p>Much more convenient than the DMG version. It has a simple little chart and makes the calculations much more simple [especially if characters differ in level].</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 1962061, member: 23023"] 1. Specific magical weapons and armor are not limited to that type. A mace of terror, for example, could just as easily be a sword of terror. If an item does not logically fit into another category, it cannot be that type of weapon. For example, a Javelin of Lightning cannot be made into a sword. 2. Specific weapons and armor can have bonuses added to them. The specific items are the basic items and one specific item cannot be added to another. If a weapon costs 7,000gp, it is an equivalent to a +2 weapon (7k rounds up to 8k) and +8 worth of weapon bonuses can be applied to it. Often, prices include the price of the weapon. This is not included in the rounding. I don't particularly like Specific Weapons and Armors as they are written. Yes, I have to admit that for some of them, they are interesting, but I don't like the idea that you can purchase a Specific Weapon that is +1 with an ability, but you can never make it a +2 weapon with that ability. Also, I like variety, which is why magical weapons can be of varying types, as long as they make sense. 3. There is no 'cost to create' on specific weapons and armor. The cost is based off the price like everything else. I have read too many Specific Weapons and Armor that are, for example, like a +1 sword with shocking and flaming properties, but because it is a SPECIFIC weapon, it has a Cost to Create, which means the character spends the same gold and more XP than a simple +1 shocking, flaming weapon. 4. No favored classes or penalties for having two classes apart in level. 5. Using the Unearthed Arcana optional XP system. Much more convenient than the DMG version. It has a simple little chart and makes the calculations much more simple [especially if characters differ in level]. [/QUOTE]
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What house rules do you use in your games?
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