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<blockquote data-quote="Evilhalfling" data-source="post: 2159308" data-attributes="member: 16991"><p>Im using a varient of AU rules - with the addtion of the ancestral item from BoED, </p><p>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. </p><p></p><p>the prices for everything remain the same, except for Ancestral Items which are cheaper to load up with multiple powers. </p><p></p><p>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.</p><p></p><p>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. </p><p>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) </p><p></p><p>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. </p><p></p><p>It does take a bit of work to transfer any premade adventures to this system.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 2159308, member: 16991"] 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. [/QUOTE]
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