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<blockquote data-quote="Charberus" data-source="post: 3036463" data-attributes="member: 24793"><p>Losing pernament HP is really bad idea. Wizards/Sorcs already have a weak enough hp already, why would you want them to pernamently lose hp because of it? It is hard enough having to spend a feat just to get extra hp, and even then it isn't alot. </p><p></p><p>From the last couple of post, you have already added alot of flavor to making items. You have both positive and negative to it. Now, you want even more flavor by penalizing the maker with hp. That is just taking it abit far.</p><p></p><p>I have always been a fan of 'getting special material' or 'capture event' that gets magic items their unique properties when making it. This not only gives the weapon a more personal touch, but also gives the character more 'ties' to the item. Plus, also gives DM a campaign idea. </p><p></p><p>As for pernament hp, I seriously don't like that rule. Its like kicking the wizard in the crotch with a Melfs Acidic Boot for creating powerful items.</p></blockquote><p></p>
[QUOTE="Charberus, post: 3036463, member: 24793"] Losing pernament HP is really bad idea. Wizards/Sorcs already have a weak enough hp already, why would you want them to pernamently lose hp because of it? It is hard enough having to spend a feat just to get extra hp, and even then it isn't alot. From the last couple of post, you have already added alot of flavor to making items. You have both positive and negative to it. Now, you want even more flavor by penalizing the maker with hp. That is just taking it abit far. I have always been a fan of 'getting special material' or 'capture event' that gets magic items their unique properties when making it. This not only gives the weapon a more personal touch, but also gives the character more 'ties' to the item. Plus, also gives DM a campaign idea. As for pernament hp, I seriously don't like that rule. Its like kicking the wizard in the crotch with a Melfs Acidic Boot for creating powerful items. [/QUOTE]
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