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Anybody else HATE item creation feats?
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<blockquote data-quote="kenjib" data-source="post: 165967" data-attributes="member: 530"><p>I'm not sure if you are referring to my post, but in case you are I don't see how implementing something like the following simple changes would be a "campaign-specific, assumption-ridden monstrosity that requires you to extensively reverse-engineer to change anything."</p><p></p><p>1. To create an item you must have access to a sufficiently large market to purchase the necessary components. If the GP limit of the city where you are acquiring the components is equal to or greater than the gp cost of creating the item then it can generally be assumed (DM permitting of course) that the necessary components can be found.</p><p></p><p>2. You need access to a magical laboratory for the creation of magic items with a total amount of highly specialized equipment worth at least 1/2 the cost of creating the item. This equipment does not get consumed during the item creation.</p><p></p><p>3. Each item requires an item creation treatise which details the process required to create the item. The effective spell level of the treatise for scribing purposes is based on the caster level listed in the item description (caster level + 1) / 2 (e.g. caster level 5 equates to a 3rd level spell, 7 equates to a 4th level spell, etc.). These treatises can be gained in one of three ways: a) Taken as one of a wizard's spells gained upon advancing a level. b) Copied from another spell caster's research journal as per the wizard rules for scribing a spell. Even non-wizards must maintain a research journal to enchant items. c) Researching the item creation method as per the wizard rules for inventing a new spell.</p><p></p><p>That's all. They need some tuning of course and it could probably be streamlined/simplified for #3 but that's the general idea. Now all of a sudden that all of that gold that mysteriously vanishes goes somewhere and you can explain why casters can make certain items without requiring meta-game knowledge of the entire magic item list in the DMG. Furthermore it could be a variant rule (#3 especially) so people who don't want the added complexity can ignore it.</p><p>I can see why some people might not like it though. Point taken. I still think the current system is kind of video gamish unless the DM introduces variant rules or expands on the current though. Basically you sit down in any quiet spot, erase a gp amount and xp from your character sheet, fast forward the game clock, and *poof* the item is suddenly magical. In my opinion that goes beyond "bare-bones" and easily into the realm of "insufficient" but obviously this is a subjective matter.</p></blockquote><p></p>
[QUOTE="kenjib, post: 165967, member: 530"] I'm not sure if you are referring to my post, but in case you are I don't see how implementing something like the following simple changes would be a "campaign-specific, assumption-ridden monstrosity that requires you to extensively reverse-engineer to change anything." 1. To create an item you must have access to a sufficiently large market to purchase the necessary components. If the GP limit of the city where you are acquiring the components is equal to or greater than the gp cost of creating the item then it can generally be assumed (DM permitting of course) that the necessary components can be found. 2. You need access to a magical laboratory for the creation of magic items with a total amount of highly specialized equipment worth at least 1/2 the cost of creating the item. This equipment does not get consumed during the item creation. 3. Each item requires an item creation treatise which details the process required to create the item. The effective spell level of the treatise for scribing purposes is based on the caster level listed in the item description (caster level + 1) / 2 (e.g. caster level 5 equates to a 3rd level spell, 7 equates to a 4th level spell, etc.). These treatises can be gained in one of three ways: a) Taken as one of a wizard's spells gained upon advancing a level. b) Copied from another spell caster's research journal as per the wizard rules for scribing a spell. Even non-wizards must maintain a research journal to enchant items. c) Researching the item creation method as per the wizard rules for inventing a new spell. That's all. They need some tuning of course and it could probably be streamlined/simplified for #3 but that's the general idea. Now all of a sudden that all of that gold that mysteriously vanishes goes somewhere and you can explain why casters can make certain items without requiring meta-game knowledge of the entire magic item list in the DMG. Furthermore it could be a variant rule (#3 especially) so people who don't want the added complexity can ignore it. I can see why some people might not like it though. Point taken. I still think the current system is kind of video gamish unless the DM introduces variant rules or expands on the current though. Basically you sit down in any quiet spot, erase a gp amount and xp from your character sheet, fast forward the game clock, and *poof* the item is suddenly magical. In my opinion that goes beyond "bare-bones" and easily into the realm of "insufficient" but obviously this is a subjective matter. [/QUOTE]
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