nogray
Adventurer
Edition shifts
I once ran in a (3.0) party where the one of the players had an elf fighter wielding a pair of short swords. He had a mediocre strength (about 14) and a pretty high dexterity (20-ish?), so he used weapon finesse. His native short-sword damage was fairly paltry, even including the two-weapon fighting feats, so he used power attack to make up for the lack in damage. He also used (from a friendly spellcaster) empowered, extended cat's grace to further boost his dexterity by 3-7 points for the adventuring day. His melee viability went from pretty good to almost ludicrously bad with the half-edition shift.
As a DM, I would see the request for an uncommon or rare item to be made as an invitation to adventure. Mentioned in the Magic Item Rarity article ( Dungeons & Dragons Roleplaying Game Official Home Page - Article (Magic Item Rarity) ) is the following bit of verbiage:

There was another side to the power attack change. Light weapons were excluded from use with power attack. That was a problem for a select assortment of characters.Phaoz said:... when using a two-handed weapon ...
I once ran in a (3.0) party where the one of the players had an elf fighter wielding a pair of short swords. He had a mediocre strength (about 14) and a pretty high dexterity (20-ish?), so he used weapon finesse. His native short-sword damage was fairly paltry, even including the two-weapon fighting feats, so he used power attack to make up for the lack in damage. He also used (from a friendly spellcaster) empowered, extended cat's grace to further boost his dexterity by 3-7 points for the adventuring day. His melee viability went from pretty good to almost ludicrously bad with the half-edition shift.
I think the argument here is one of character investment. It no longer requires a feat for each type of item being created, but rather the purchase of a single ritual among many available. Someone who bought the arcana training and the ritual caster and the ritual itself just to make items may feel cheated, though, so I really do understand that complaint. I just don't see many characters making that sort of investment. It seems more likely that item creation is more of a side-effect of having other rituals already.Imaro said:... being able to create certain magic items to it now being disallowed ...
As a DM, I would see the request for an uncommon or rare item to be made as an invitation to adventure. Mentioned in the Magic Item Rarity article ( Dungeons & Dragons Roleplaying Game Official Home Page - Article (Magic Item Rarity) ) is the following bit of verbiage:
I see no reason to exclude my heavily invested item making character from the category of "those ... who can make the item." Sounds like its player-driven adventure time.WotC Article said:Even those smiths who can make them require exotic, difficult-to-find materials to complete them.

The exotic items listed (using as diplomacy, controlling a magic effect) are, to be fair, in the "improvising with arcana" section, not the normal uses of the skill. Also, to my knowledge, the only place rituals come up in Essentials so far is in a sidebar under Arcana, perhaps explaining why identifying rituals is not a common use for the skill.Imaro said:... (arcana) skill description ...