UngeheuerLich
Legend
Hi, i just looked over the magical item rules in the old ADnD 2nd edition book and i really hope, 4e crafting roles will be similar. Here some quotations:
Buying magical items:
"...,no magical stores exist."
"Just how often do players sell those potions and scrolls they find? Cast in a sword +1?"
"Where is the sense of adventure in going into a shop and buying a sword +1? Haggling over athe price of a wand?"
Magic-Rare or Common?
"If magic is common, then normal people will begin to build inventions around it."
"The DM wants each magical treasure, no matter how small, to feel special,..."
Researching Magical Items
"..., the DM decides what material, formulae, spells, and rites must be aquired and/or performed to create the item."
"He does not tell the player what he needs to do! Its up to the player to discover the process and steps required..."
And the most important:
"This is part of the fun of the ADnD game. Making a magical item is more than just a mechanical process. It should also be an opportunity for excitement and role-playing"
All this was lost in 3.x with the explicit crafting rules for magical items and the desperate need for them to survive. The only consistent setting was Eberron, because it accepted magic beeing common and in fact the whole world is based on inventions around magic.
I hope rituals to craft magical items will be more guidelines than hard rules, and that the DM can decide what to perform exactly to craft them. I am a bit concerned about magical items in the PHB, because it takes the magic from those items (because everyone can look up to know what they do)...
I would rather see magical items in DMG. Maybe healing potions as items which are easy to create and thus also easy to come by is ok, but beeing able to go around haggling about a wand or a sword +1 seems wrong to me...
Buying magical items:
"...,no magical stores exist."
"Just how often do players sell those potions and scrolls they find? Cast in a sword +1?"
"Where is the sense of adventure in going into a shop and buying a sword +1? Haggling over athe price of a wand?"
Magic-Rare or Common?
"If magic is common, then normal people will begin to build inventions around it."
"The DM wants each magical treasure, no matter how small, to feel special,..."
Researching Magical Items
"..., the DM decides what material, formulae, spells, and rites must be aquired and/or performed to create the item."
"He does not tell the player what he needs to do! Its up to the player to discover the process and steps required..."
And the most important:
"This is part of the fun of the ADnD game. Making a magical item is more than just a mechanical process. It should also be an opportunity for excitement and role-playing"
All this was lost in 3.x with the explicit crafting rules for magical items and the desperate need for them to survive. The only consistent setting was Eberron, because it accepted magic beeing common and in fact the whole world is based on inventions around magic.
I hope rituals to craft magical items will be more guidelines than hard rules, and that the DM can decide what to perform exactly to craft them. I am a bit concerned about magical items in the PHB, because it takes the magic from those items (because everyone can look up to know what they do)...
I would rather see magical items in DMG. Maybe healing potions as items which are easy to create and thus also easy to come by is ok, but beeing able to go around haggling about a wand or a sword +1 seems wrong to me...