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.
"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.