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    Nov 2009

    Default Re: [D20 Legends Project] Ashiel's Crunchy but Approachable D20

    Quote Originally Posted by Tels View Post
    Are there any problems that you know of with converting items from 3.x to Pathfinder?
    Spell levels and material component costs come to mind. Some spells changed levels in the conversion, but some spells were in the wrong level in 3.5, either too high or too low. I would compare any non-Pathfinder spell to a similar spell before converting it over. Some spells had drastic changes in material component costs, so this can affect an item using that spell.
    For most things it shouldn't be too difficult. For weapons and armor, you just choose some statistics based on its size/tech level.

    For magic items, the "usual" rules will still apply (stuff like components being factored into items per charge, duration modifiers, etc). However, a lot of items will probably change in price slightly due to variances in spell and caster level. In general, most items will become less costly for the following reasons.

    • Magic arms & armor have their enhancement bonuses paid for separately (due to them now being mundane modifiers). This means that the cost of a +2 holy longsword would be +16,000 gp (+8,000 for the +2 and +8,000 for the holy), rather than 32,000 gp (for a +4 weapon).
    • Some restrictions on items are being lifted (your weapon doesn't have to be masterwork or be +1 before you can enchant it with special abilities, so a flaming stick that's essentially just a stick is do-able.
    • A number of spells become available a bit earlier and durations are standardized, which will affect the prices of a lot of items (since unless the spell gets stronger, there's less reason to craft them at huge caster levels). For example, the haste spell is still going to be 3rd level, but it comes online at 4th character level, and always lasts exactly 10 rounds (so you'd probably craft it at CL 4th). As a result, your typical boots of speed would cost 4,800 gp instead of 12,000 gp.
    • Some spells won't exist in d20 Legends (things like charm monster don't exist anymore), so the closest equivalent would be used instead.
    • The rules will be a little tighter concerning how many magic item effects you can use during your turn (so a lot of things that were free actions will become swift actions), and you'll receive only one set of actions for all intelligent items worn, rather than a separate set for each intelligent item (which prevents shenanigans like making all of your items intelligent and giving them the ability to shoot magic missile at will, and then blasting everything to pieces with 10 slots worth of xd4+x force damage during your turn at no action cost).


    What this will generally mean for players is you'll be able to get cool toys earlier (bought, crafted, or looted, since lower prices means they'll show up in treasures and on NPCs earlier) and have more coin for adding little effects to items. You'll be able to safely account for things like enhancement bonuses, ability boosts, save boosts, and energy resistances without totally giving up having "interesting" things. For example, let's say we want to get a +1 goblinbane sword, a +1 armor of fire resistance, a +1 shield of cold resistance, and boots of speed, the costs would be...

    Pathfinder
    • Sword = 8,300+ gp
    • Armor = 19,150+ gp (resist energy was priced as a 2nd level spell, 3rd CL, 10 points, x1.5 for adding to the magic item)
    • Shield = 19,150+ gp
    • Boots = 12,000 gp (3rd level spell, CL 10th, 1 charge/day)
    • Total = 58,600+ gp


    D20 Legends
    • Sword = 4,000+ gp
    • Armor = 13,000+ gp (1st level, CL 4th, cost multiplier of 2,000x1.5 for duration, continuous = 12,000 gp)
    • Shield = 13,000+ gp (see above)
    • Boots = 4,800 gp
    • Total = 35,600+ gp

    Or 23,000 gp less costly. Which leaves more dosh for expanding your golfbag, buying potions/oils, or pimping out your favorite ride ("My war-trained donkey has spinning rims").
    Last edited by Ashiel; 2016-12-25 at 09:04 PM.
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