PenguinKing said:kenjib, of the three "points" you posted, one is already explicitly stated in the rules, one is implied, and one is a campaign-specific assumption.
- Sir Bob.
Completely right on the first two counts. Again - sorry about that. Regarding the third however, I just don't see how it is any more campaign specific than any of the following:
1. The current rules that don't implement a research requirement, which assumes something about your campaign every bit as much as implementing such a requirement does.
2. The ability of all spell casting classes, including paladins for example, to create magic items.
3. The treasure-per-level guidelines and magic item economy of D&D.
4. The fact that creating items costs XP.
5. The fact that you can't create magic items if the XP cost would reduce you to the next lower level and therefore can't have a tangible loss of manifestable power resulting from such a creation and also have other times where you have to wait until you acquire enough meta-game xp to be able to create an item.
6. The time requirement for creating magic items.
7. The ingredient requirement for creating magic items and the fact that the standard method of obtaining these ingredients is buying them.
and for that matter if you take a look at the game as a whole...
8. Vancian magic.
9. Rangers.
10. Hit points.
11. Dwarves.
12. Elves.
13. The existence of magic.
14. The existence of tangible faith and deific influence.
etc. etc. etc.
I digress though. I suggested it as a variant rule anyway, so my point here is moot. Variant rules don't imply anything about your campaign setting because by definition you don't have to use them, right?