Alternative systems used by you?

Treebore

First Post
Here is an excerpt from something I posted on another message board:

"I read this because I am having "problems" with how the magic items creation feats are priced out, meaning how cost is calculated. Then I see how many of the posts are "adhere to the rules, it is the only way to maintain game balance!"

Despite this, I'll put forth what I see as a problem.

First off, this ability for an item creator to scale their level, to make an item cost as little as possible. Where the heck did this come from? Other than arbitrarily? I do not see any kind of realistic logic behind this. I see an arbitrary rule created. Which is fine, but bugs me when combined with my other issues with item creation.

So another thing i question. Why the heck does making an item above 1st level have to cost so much more?

A third problem. Why should a character be able to craft an item at a lower CL than the level they have to be to even have the feat? For example, potions. Why can they be crafted at a level lower than 3rd, but you have to be third level to even make potions? Seems opposing logic is used here, in particular.

Now to paying xp's. After a point I can see this. Which is why I already have a house rule where you don't pay xp's until the item you are enchanting goes over 15,000 GP's, then you pay full xp's, including for the first 15,000 GP's.

So I can guess what all of you "the rules balance all" kind of DM's are going to say, if you bother saying anything at all. What I would like to hear are alternative systems for handling magic items. How they are created, how much they cost, and if/when xp's are required.

I know I have seen books with alternative approaches to item creation, I probably even own a few, if not most, of them. Have any of you used them? Did/do they work for you?

Did you come up with your own system? If so what is it and why do you like it?

Yes, I am shopping around for a better way of handling item creation. As is, the system just bugs me. It doesn't have an inherent logic, if you will. It just sets my nerves on edge when I think about it too much. So do any of you use, or have created, a system that works better for you?"

That pretty much sums it up. Do any of you use something other than a "by the book" system? If so, is it a published one? What book is it in? How long have you been using it? Does it cause you any problems?

Have you created your own rules set? If so please tell me about it.

Thanks for your help.
 

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go questing / hunting for bizzare and rare components to craft the item = 0 exp to create, or a reduction, or bonus exp for crafting it.

It's an option that I am fond of, as long as it doesn't dominate the game. You can always add it in as a side-plot to the main plot though.

example: The PCs need to kill Bob, the red dragon, and it just so happens that Bill has the Hippogriff Bladder that they need to make those boots of speed and Bill has been trying to get his hands on a Red Dragon Stomach, so he's interested in a trade since the PCs are going to go put Bob out of his misery anyway.

The problem w/that sort of thing is that it can feel "too convient" or what not. /shrug. Maybe it wouldn't if you made a list of all the stuff different people in the city/world had and wanted and the PCs had to go trade between them to get what they want and they occasionally get an item in demand from normal adventuring.

Another possible down side - the PCs might end up harvesting the bodies of everything they kill with visions of profits from artificers dancing in their heads, which is sort of weird in some campaigns :p.
 

Im using a varient of AU rules - with the addtion of the ancestral item from BoED,
basically it breaks down to Scribe scroll, Brew potion, Ancsetral Item(3rd), Craft wand, Craft Arms & Armor and Craft Wonder(9th). Staves are only 1 per caster over 12th and can be made with craft wand or craft wonder.

the prices for everything remain the same, except for Ancestral Items which are cheaper to load up with multiple powers.

Craft Wonder requires 9 ranks in Knowledge (arcane/religion/nature) and a magical lab/temple grove in order to construct things. Craft Arms and armour requires 5 rnks in the appropriate craft skill, Brew potion requires 3 rnks craft Alchemy.

This has the effect of making wonderous items more rare, so that everyone and there mom does'nt have a magic cloak, a magic amulet and a a stat bonus item. Getting them commissioned is also difficult due to the workload on anyone willing to due this for hire.
but rings are now as common as anything else of the same price. My last campaign reached 11th level and the party found 1-2 rings that entire time. (as by my logic ring crafters are very scarce and had better things to do with their time)

Yet the players asked for a higher level of magic/wealth so Heirloom items which have names, histories and multiple powers built on a theme are highly sought after. My goal is to make 1-2 heirloom items cover for all the powers that most adventures have.

It does take a bit of work to transfer any premade adventures to this system.
 

Good ideas. Calrification on the ancestral items, what are the requirements and limitations? How is its "location" determined? IE is it like other Wond. items, that can be made in any shape and take up a slot based on its function?

Has anyone totally scrapped the Magic Item system of the DMG and done something completely different?
 

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