kreynolds said:
"Access" isn't really applicable, as it is controlled by the DM. DM fiat doesn't really have any place in a discussion about what characters can do with their own resources. "Access" is arbitrary and relies completely upon the whim of the guy with the screen.
I didn't mean access vis-a-vis the DM. I meant the access that various classes have or don't have via the rules in the Player's Handbook. DM fiat has nothing to do with it in this case, unless the DM limits item creation in some way -- in which case the discussion is irrelevant because we are no longer talking about item creation as written.
kreynolds said:
Well, in your post, you're assuming that the XP reward system from the DMG is the one being used. Unfortunately, its fault when characters in a party are not of the same level. If the FRCS XP reward system is used, the item creating wizard will catch up to the rest of the party much faster. The "XP-feedback loop" is much smaller.
Why shouldn't I assume that the core rules are being used instead of a variant specific to one campaign setting? Regardless though, yes, the dynamics change with different systems. Let's take a look at the FRCS system.
The FRCS system doesn't help to ameliorate the problem that occurs when everyone can buy powers. Since everyone is the same level (but overpowered relative to that level) the differences with the FRCS system don't solve anything.
The FRCS system does greatly reduce the penalty for magic item creation though, because the wizard gets the extra accelleration in order to catch up with the rest of the group in an asymptotic fashion, so the cost he spent on item becomes less significant in the long run. XP cost becomes a more temporary inconvenience for the wizard that eventually starts to smooth out, whereas the item created can provide permanent benefit (unless it is an expendable item). Once he approaches the level of his compatriots, the feedback loop takes effect because they have gained extra power (in form of magic items) with no cost. In essence -- once again spending that XP gave them the ability to acquire XP at a faster rate.
Looking at it this way, I'd say that the FRCS system takes the item creation rules and simply increases the XP-feedback loop problem (though since it's only one character it's not to the same extent that occurs if everyone does it with XP trade for powerups). It has other benefits which are outside the scope of this discussion though -- so I'm not saying that I outright oppose using that system for calculating XP. That's the dynamic I see there, though.
kreynolds said:
Also, when a wizard's gear, that he creates himself, only counts against him at half value (creation cost instead of market price), being 5 levels behind isn't so bad when you're armed to the teeth. Sure, there are drawbacks, but it isn't so simple.
Typically, some of those items will be spread amongst the various party members rather than hoarded by that one character, no? Not only this, but having a bunch of magic items with the low level spells effects you can enchant can only help you so much when facing CRs way out of your league -- especially where saves and SR are concerned. If you are five levels below EL you are unlikely to penetrate SR.
It's worse if everyone in the party can buy powers for XP, though, because when that occurs you no longer have any mechanism for gauging appropriate challenges nor assigning appropriate XP rewards. With the core rules XP system, at least the average party level is not as heavily effected by the introduction of only one hard-to-evaluate-for-EL character.