"It was all over the news stands! Nary a mention of my Brass Cannons, and an entire spread on the bestial man storming down the manor, dragging the mayor screaming from his home."
I'm putting a somewhat unrelated disclaimer here, before I start. Like "phylactery" and a few other words, saying "skinwalker" gives me the ick. Navajo culture is that you're not supposed to say it, but more than that I don't want to support cultural appropriation in gaming. This, for once, is definitely cultural appropriation: the term's been used entirely without respect to Navajo stories and culture surrounding skinwalkers and without acknowledging where the term originates.
Expect me to use the term were-blooded as appropriate.
Hello again. Do you miss me, when I'm gone? This blog is swiftly becoming a place to dump the essays that pour out of me whenever I run across stupid shit during my tabletop gaming career. I'm comfortable with this. Today's topic is an optional ruleset for Pathfinder 1e that I really, really wanted to like: Automatic Bonus Progression.
Pathfinder has a lot of magic items, and that fact rubs some people the wrong way. Gently, I am one of them. There are a lot of magic items I'll be referring to as "math" items: things that exist solely to give you numerical bonuses. These items exist to provide "meat" to the loot you're given and a constant stream of things to purchase with your gold. Little +1s and +2s feel good enough that you have a constant stream of dopamine dripping toward you via treasure rewards.
But it can feel like a bit much, and in 2025 it does kinda rub me the wrong way that I'm playing a character who's wearing the entire GDP of a small kingdom. You don't have the option of not doing that, really: the game's balanced around you having a certain amount of gold value. You're obviously not supposed to think too hard about it, but sometimes it's inevitable. So, thus exists Automatic Bonus Progression.
ABP as a system takes 50% of your expected gold value and applies it to numeric bonuses to entirely replace those math items entirely. In your world, they simply (mostly) don't exist. I like the idea of this very much, it can create a world where individual magic items mean more. It can even support a world where magic items are very, very rare.
But they cocked it up real bad and I fear the system isn't useable at all without a huge overhaul. Let me begin with two item lists: The first is what my level 12 were-blooded magus Eddie Crossheart currently has in our pathfinder campaign, which is using the standard ABP ruleset. Some values have been adjusted in accordance to ABP rules.
But they cocked it up real bad and I fear the system isn't useable at all without a huge overhaul. Let me begin with two item lists: The first is what my level 12 were-blooded magus Eddie Crossheart currently has in our pathfinder campaign, which is using the standard ABP ruleset. Some values have been adjusted in accordance to ABP rules.
Adamantine Agile Rapier 5k
Amulet of Mighty Fists 4k
Celestial Armor 13.2k
Hat of Disguise 1.8k
Pelt of the Beast 15.6k
Liar's Charm(custom) 2.9k
Deliquescent Gloves 8k
Ring of Sustenance 2.5k
Wayfinder of Hidden Strength 5k
Dusty Rose Prism 5k
Fleshwarper's Music Box 6k
Pearls of Power 14k
Total: 83k
Edward's Craft Wondrous Item feat accounts for roughly 30k value. Level 12's expected gold value is 108k, so Edward is roughly where ABP says he ought to be: 50% of the expected wealth by level value. Next I'll list the bonuses he's gaining from ABP and their gold value.
+4 to Dexterity 16k
+4 to Intelligence 16k
Armor Attunement +2 4k
Weapon Attunement +2 8k
Resistance +3 9k
Toughness +1 2k
Deflection +2 8k
Total: 63k
So, 63k plus 53k equals 116k. A bit over. I think that's fine, damn close to the mark. Next, as a thought experiment, let's see what I might have bought if this was a typical game. You're intended to give 25% extra wealth by level if a character has a crafting feat, and Edward had plenty of opportunity to craft, so our gold value is 135k.
+2 Agile Adamantine Rapier 21k
Celestial Armor 22.4k
Belt of Dexterity +4 16k
Circlet of Intelligence +4 16k
Vest of Resistance +3 9k
Pelt of the Beast 15.6k
Hat of Disguise 1.8k
Ring of Protection +2 8k
Amulet of Mighty Fists 4k
Fleshwarper's Music Box 6k
Pearls of Power 12k
Total: 131.8k
Doesn't look a whole lot different, right? At first glance, it may even seem like the ABP version of Edward comes out ahead. The first thing I want to point out is that the book standard rules for crafting, the 25% bonus, is extremely conservative. I could have easily gotten far more value out of it: ABP Edward got 35% extra value out of his gold, and that's without utilizing every opportunity he had.
Notice how traditional ruleset Edward ended with fewer, more powerful items? I only bought the deliquescent gloves, the liar's charm, the wayfinder and the ioun stone because I didn't know how else to advance my character's power. Funny how a system intended to reduce the amount of magic items ended in owning a larger amount.
The weapon situation has to be addressed next. Weapon attunement is the biggest failure of the ABP system and serving as an enormous elephant in the room. You can only attune one weapon and one suit of armor, despite the fact that martial characters will often carry multiple weapons. You also give up your attunement's numerical bonus if you use special abilities, meaning two things. The first is that our gold values for ABP Edward include up to 8k in slop. The second is that it removes your ability to spend extra on weapons. You can't exactly spend extra to cover a deficiency, nor can you attune multiple items for different circumstances. Neither can you manipulate what sort of weapon you're using at higher levels: you're locked into +5 enhancement bonus, then 5pts in special abilities. You can't choose something like 4/6 or 2/8, because the system as presented doesn't support it. Traditional Pathfinder does.
The system rewards STR (and to a lesser extent, DEX) stacking and 1:1 attack bonus classes by letting you "slop over" your weapon attunement. You can buy whatever weapon you want and simply "eat" the attunement loss via race or class selection. It doesn't matter what your attunement value is, you're tossing it away for a huge number of special abilities.
I want to pause here to remind everyone that making race and class selection more important is a bad thing, not a good thing. People shouldn't feel punished for playing what they want to play.
I want to pause here to remind everyone that making race and class selection more important is a bad thing, not a good thing. People shouldn't feel punished for playing what they want to play.
And that kind of leads me into the other problem. I'm not the only one who was stumped on what to spend gold on. Everyone was. Magic item purchases are a sub-game that you may not be aware that you're playing. Traditional Edward could have dropped his vest of resistance entirely, relying on the value from his pelt of the beast to fluff his save numbers, or taken Craft Magic Arms and Armor for even higher value from his rapier. He could (and already is) making up for an attack bonus deficiency via his selections, and could manipulate his choices even further for it. Or, he could drop his DEX item entirely in favor of focusing on INT and spellcasting.
ABP Edward doesn't get those choices. He gets what he gets, and there's no way to make different choices. When given gold value by his benefactor, he traded an agile spell-storing rapier for an agile adamantine one. It's objectively a worse weapon: a +2 equivalent traded for a +1 equivalent. He needed to do that to raise his attack bonus a bit, but what in-universe justification could there possibly be? Magic weapons aren't harder to use because they're more powerful.
We never even answered that question! We just avoided discussing it in-character.
We never even answered that question! We just avoided discussing it in-character.
It also creates problems which aren't as important, but still silly. At higher levels, your restriction is less your gold value and more the equipment slots you get. ABP Characters get two extra, because "belt" and "circlet" were invented by Pathfinder to solve stat boost items being lock-in choices. There's virtually nothing else that goes into those slots.
In fact, this whole system does feel a little like whoever designed it didn't really play past level 12 or so. Options open up later because of how magic item costs scale (mostly) exponentially, and lesser magic items become far easier to get Backup weapons and armor become a far smaller percentage of your budget. ABP more or less removes this aspect of the game.
So how should this be fixed? I have a few ideas. First is that the attunement trade-off rule has to be removed. It makes no sense and it places undue importance on other aspects of the game. It's ridiculous, asinine, and honestly stinks of something added last minute.
Frankly, this whole system smells like something either thrown-together or created by someone who's playing a much, much different version of Pathfinder than I am.
Frankly, this whole system smells like something either thrown-together or created by someone who's playing a much, much different version of Pathfinder than I am.
Gold values can be adjusted to allow for magic weapons and armor to be entirely removed from the system. That might be for the best, but you lose something like a character using a mundane weapon for the entire game, like our battle Oracle in Edward's game. That's cool, but not cool enough for me to want to support a busted system.
You could create several different bonus paths to choose from. Bonus paths like offensive, defensive, utility, stat-focused, something to re-introduce some small vestige of the equipment sub-game.
You could lock this system into providing stat boosts and resistance bonuses to saves on a track, to lessen the amount of magic items flowing through the game and reduce some of the mathiness.
Guys, I haven't been this disappointed in a long time. ABP just doesn't do what it says it does. It doesn't really reduce crunch, it just makes you go look for esoteric ways to get ahead. It doesn't reduce magic items purchased... if anything, it increases it. It certainly can't support a game that doesn't have magic items, let me make that perfectly clear.
But I love the idea of this! Despite the magic item sub-game and how much I missed it, I don't think any of PF's "required" items should exist. Every character buys stat boost items and every character buys cloak of resistance. If nothing else, I'd love a way to remove them from consideration. ABP could have been that, but it's just not.
But I love the idea of this! Despite the magic item sub-game and how much I missed it, I don't think any of PF's "required" items should exist. Every character buys stat boost items and every character buys cloak of resistance. If nothing else, I'd love a way to remove them from consideration. ABP could have been that, but it's just not.