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="blalien" data-source="post: 6031581" data-attributes="member: 41954"><p>I don't like the idea of questing for specific items or ingredients, unless the item is vital to the story, or if the quest is a minor detour. I don't think it's fair to the party to make them go on a quest just to help one guy get his magic sword.</p><p></p><p>I think common items should be easy to buy, find, or craft. Legendary items and artifacts should be impossible to find unless the DM wills it. That leaves us with the items in between.</p><p></p><p>I propose an optional modular ingredient system. There would be a list of ingredients which includes rare metals, gems, herbs, and other such components. Some of these items would appear on random treasure tables and as part of hordes. Some items might only be found from specific monsters or locations. Each uncommon, rare, and very rare item has a list of two or three ingredients required to make it. The very rare items would require more and harder to find ingredients. As an example, a flame tongue longsword might require a ruby worth at least 1000gp and a bar of steel that's been scorched by a dragon's fire. A potion of flying would require a feather from a large-sized bird, a vial of air collected from an air elemental, and a dash of poison that makes its victim feel light-headed. After the ingredients are found, the players can craft the item with an expenditure of gold and time.</p><p></p><p>The advantage of this system is that the players will get the magic items they want...eventually. The DM does not have to go out of their way to provide the items they want or write mini quests for them. Attentive players will know to harvest monsters for ingredients, and every few adventures the players will have enough ingredients to craft a new item, even if it's not the specific item they wanted. A player who really wants a specific item can wait and call dibs whenever an ingredient they want comes up, and they'll get that item sooner than if they waited for it to appear on a random treasure table.</p><p></p><p>However magic item creation works, I'm finding this aspect of D&D Next a huge improvement over 4e. I manage the treasury for my 4e party, and we currently have 18 items we intend to sell the next time we're in town. If the D&D Next rules work as planned, I hope the party never has to get rid of a single item.</p></blockquote><p></p>
[QUOTE="blalien, post: 6031581, member: 41954"] I don't like the idea of questing for specific items or ingredients, unless the item is vital to the story, or if the quest is a minor detour. I don't think it's fair to the party to make them go on a quest just to help one guy get his magic sword. I think common items should be easy to buy, find, or craft. Legendary items and artifacts should be impossible to find unless the DM wills it. That leaves us with the items in between. I propose an optional modular ingredient system. There would be a list of ingredients which includes rare metals, gems, herbs, and other such components. Some of these items would appear on random treasure tables and as part of hordes. Some items might only be found from specific monsters or locations. Each uncommon, rare, and very rare item has a list of two or three ingredients required to make it. The very rare items would require more and harder to find ingredients. As an example, a flame tongue longsword might require a ruby worth at least 1000gp and a bar of steel that's been scorched by a dragon's fire. A potion of flying would require a feather from a large-sized bird, a vial of air collected from an air elemental, and a dash of poison that makes its victim feel light-headed. After the ingredients are found, the players can craft the item with an expenditure of gold and time. The advantage of this system is that the players will get the magic items they want...eventually. The DM does not have to go out of their way to provide the items they want or write mini quests for them. Attentive players will know to harvest monsters for ingredients, and every few adventures the players will have enough ingredients to craft a new item, even if it's not the specific item they wanted. A player who really wants a specific item can wait and call dibs whenever an ingredient they want comes up, and they'll get that item sooner than if they waited for it to appear on a random treasure table. However magic item creation works, I'm finding this aspect of D&D Next a huge improvement over 4e. I manage the treasury for my 4e party, and we currently have 18 items we intend to sell the next time we're in town. If the D&D Next rules work as planned, I hope the party never has to get rid of a single item. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
PCs Making Their Own Magic Items
Top