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General Tabletop Discussion
*Dungeons & Dragons
PCs Making Their Own Magic Items
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<blockquote data-quote="Ferghis" data-source="post: 6030960" data-attributes="member: 40483"><p>I think that's what quests often are: going to find info and stuff.</p><p></p><p>Oddly, I can't disagree with this. I'd xp you, but I can't.</p><p></p><p>Vividly agree. </p><p></p><p>One way to do this would be to make recipes uncopyable: they were written in such a detailed manner, that copying them always results in a defect. That would make the recipe very, very precious, and therefore well-guarded.</p><p></p><p>But, even when the players have the means to make an item, there should be an opprtunity cost to it. My solution would be to make it take a long, long time to make items, and give the PCs a lot of different options on which to spend their non-adventuring time. So, the high level wizard can make a nice magic sword. That's great, but in the year that the wizard did that, the fighter gathered an army expanded the trade-routes to his barony, the paladin became the hero of a nearby city by significantly reducing disease, and the ranger gathered a bunch of new fey-contacts.</p><p></p><p>This was a real problem. What if characters had a limited number of "slots" for consumables as well? 4e arbitrarily limited the number of rings a character could wear and use to 2, a similar thing could be done with consumables. That way they would return to being "backup" items. The fighter would keep a healing potion equipped in case the cleric couldn't reach him.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 6030960, member: 40483"] I think that's what quests often are: going to find info and stuff. Oddly, I can't disagree with this. I'd xp you, but I can't. Vividly agree. One way to do this would be to make recipes uncopyable: they were written in such a detailed manner, that copying them always results in a defect. That would make the recipe very, very precious, and therefore well-guarded. But, even when the players have the means to make an item, there should be an opprtunity cost to it. My solution would be to make it take a long, long time to make items, and give the PCs a lot of different options on which to spend their non-adventuring time. So, the high level wizard can make a nice magic sword. That's great, but in the year that the wizard did that, the fighter gathered an army expanded the trade-routes to his barony, the paladin became the hero of a nearby city by significantly reducing disease, and the ranger gathered a bunch of new fey-contacts. This was a real problem. What if characters had a limited number of "slots" for consumables as well? 4e arbitrarily limited the number of rings a character could wear and use to 2, a similar thing could be done with consumables. That way they would return to being "backup" items. The fighter would keep a healing potion equipped in case the cleric couldn't reach him. [/QUOTE]
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