Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
PCs Making Their Own Magic Items
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="cmbarona" data-source="post: 6031466" data-attributes="member: 71281"><p>I voted quests-only, though I've seen some interesting discussion since casting my vote. I mainly voted that way because it seems to best fit the assumptions that 5e makes about magic pervasiveness. 3e and 4e both had lots of magic inherent in the system (in most cases), meaning it behooved them to make easy-to-use item creation rules. Exceptions to this assumption could then remove those rules. Of the two, I much preferred 4e, simply because it became easier as a DM to assume a level among my players and build encounters accordingly. That gets a lot more fidgety when some are spending XP that others aren't.</p><p></p><p>5e (and, it seems, pre-3e) seem to assume magic is very special and rare. The flat math reflects this, and the current item list was made under this assumption. Perhaps "Common" items could be crafted if you have a specialty or class feature which allows it (artificers could make this their bread and butter), like the Healer currently does. Perhaps VERY specialized cases could craft Uncommon items. But either the cost or the benefit should be handled in such a way that having these items won't break the game. That's already the case with healing potions, or so it seems. Combat tends to be quick and deadly (or would be if those damned monsters could hit <img src="http://www.enworld.org/forum/images/smilies/rant.png" class="smilie" loading="lazy" alt=":rant:" title="Rant :rant:" data-shortname=":rant:" />), so chugging a potion doesn't break the game. Nor would a +1 sword, though it shouldn't be easy to get. Past this point, I'd prefer to see quests as the means of creating items.</p></blockquote><p></p>
[QUOTE="cmbarona, post: 6031466, member: 71281"] I voted quests-only, though I've seen some interesting discussion since casting my vote. I mainly voted that way because it seems to best fit the assumptions that 5e makes about magic pervasiveness. 3e and 4e both had lots of magic inherent in the system (in most cases), meaning it behooved them to make easy-to-use item creation rules. Exceptions to this assumption could then remove those rules. Of the two, I much preferred 4e, simply because it became easier as a DM to assume a level among my players and build encounters accordingly. That gets a lot more fidgety when some are spending XP that others aren't. 5e (and, it seems, pre-3e) seem to assume magic is very special and rare. The flat math reflects this, and the current item list was made under this assumption. Perhaps "Common" items could be crafted if you have a specialty or class feature which allows it (artificers could make this their bread and butter), like the Healer currently does. Perhaps VERY specialized cases could craft Uncommon items. But either the cost or the benefit should be handled in such a way that having these items won't break the game. That's already the case with healing potions, or so it seems. Combat tends to be quick and deadly (or would be if those damned monsters could hit :rant:), so chugging a potion doesn't break the game. Nor would a +1 sword, though it shouldn't be easy to get. Past this point, I'd prefer to see quests as the means of creating items. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
PCs Making Their Own Magic Items
Top