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General Tabletop Discussion
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PCs Making Their Own Magic Items
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<blockquote data-quote="Balesir" data-source="post: 6031478" data-attributes="member: 27160"><p>I don't think I have ever come accross a game of D&D (or similar fantasy RPGs) that did not have "recipies" for acquiring magic items. Some of those recipies have been "have knowledge of X ritual and sepnd Y amount of gold on ingredients, and you will have your magic item". Others have been more like "the dragon Xalviart is rumoured to have one of those in his hoard; go to his lair and defeat the dragon (or sneak in and steal part of his hoard) and you will have your magic item". Still others read something like "you must find the large toenail of a Tarrasque, the blood of an enraged siren and the tears of a twighlight fairy, then find the ritual instructions (thought to be held by the Witch of the Western Woods) and follow the recipe - then you will have your magic item".</p><p></p><p>To be honest, I think once you admit that there are mechanisms by which characters can find out how to acquire the item(s) they want and these methods are basically within their capabilities, it's all semantics from there on in. To say that "you must quest for these ingredients yourself, they are not available to buy" implies that, if they manage to get hold of the ingredients but don't want the item any more, they cannot sell them. That, in turn, implies that there are no NPCs interested in the aforementioned items, which seems very dubious, to me.</p><p></p><p>In short, then, it seems to me that not only everyone, but also everything has its price. Best, then, to simply give estimates for how much money is required to make those items that can possibly be made.</p><p></p><p>Items that cannot ever be made are another kettle of fish. They are quite conceivable, but must necessarily be rare and (probably) difficult or impossible to destroy. They do not, necessarily, have to be "powerful" in the "game" sense.</p><p></p><p>These two, very distinct types of magic item were - brilliantly, in my view - separated from one another in one edition of the game. I strongly feel that they should be so again. Each "classification" may then be treated as a "module"; not every campaign needs to have both types.</p><p></p><p>As for what to call them - how about plain "magic items" for the type that can be created in the game, and "artifacts" for those that can't (just off the top of my head...)?</p></blockquote><p></p>
[QUOTE="Balesir, post: 6031478, member: 27160"] I don't think I have ever come accross a game of D&D (or similar fantasy RPGs) that did not have "recipies" for acquiring magic items. Some of those recipies have been "have knowledge of X ritual and sepnd Y amount of gold on ingredients, and you will have your magic item". Others have been more like "the dragon Xalviart is rumoured to have one of those in his hoard; go to his lair and defeat the dragon (or sneak in and steal part of his hoard) and you will have your magic item". Still others read something like "you must find the large toenail of a Tarrasque, the blood of an enraged siren and the tears of a twighlight fairy, then find the ritual instructions (thought to be held by the Witch of the Western Woods) and follow the recipe - then you will have your magic item". To be honest, I think once you admit that there are mechanisms by which characters can find out how to acquire the item(s) they want and these methods are basically within their capabilities, it's all semantics from there on in. To say that "you must quest for these ingredients yourself, they are not available to buy" implies that, if they manage to get hold of the ingredients but don't want the item any more, they cannot sell them. That, in turn, implies that there are no NPCs interested in the aforementioned items, which seems very dubious, to me. In short, then, it seems to me that not only everyone, but also everything has its price. Best, then, to simply give estimates for how much money is required to make those items that can possibly be made. Items that cannot ever be made are another kettle of fish. They are quite conceivable, but must necessarily be rare and (probably) difficult or impossible to destroy. They do not, necessarily, have to be "powerful" in the "game" sense. These two, very distinct types of magic item were - brilliantly, in my view - separated from one another in one edition of the game. I strongly feel that they should be so again. Each "classification" may then be treated as a "module"; not every campaign needs to have both types. As for what to call them - how about plain "magic items" for the type that can be created in the game, and "artifacts" for those that can't (just off the top of my head...)? [/QUOTE]
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