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Anybody else HATE item creation feats?
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<blockquote data-quote="Petrosian" data-source="post: 166381" data-attributes="member: 1149"><p>[/B]</p></blockquote><p></p><p></p><p>Actually IMO this is not even a house rule. In DND3e EVERYTHING has a price and every market has a MAX PRICE available based on locale size, with a nod for some exceptions. IMO, the reference to magical item components being "generally available" means "kust like every other commodity" not " anywhere, anytime unlike evry other commodity." It seems utterly incongruous to ADD TO THE PUBLISHED RULES a "magical components are not subject to the general availability rules."</p><p></p><p>In my games, and the games i have played in, magical components were part of the commidity by value vs local rules, which means those under the local max (or 3k whicheever was lower) were commonly available, those above the town's limit were very difficult to find and requires effort and time on the mage's part, and those in between were available but not common, so you might have to wait.</p><p></p><p></p><p>Except for you putting a price on it, the requirement for lab and such is ALREADY in the rules, as i noted earlier. For my druthers, basing the price of the lab on the item makes no sense. The price of the materials already reflects the "more powerful item requires more to make" thing. i do not see a need for a better lab (by 5 fold) to make a wand of magic missiles that throws 3 missiles (5th level) than to make a wand of magic missiles that throws 1 missile (first level.) Requiing better, more expensive materials, sure, but thats why the wand costs 5 times as much and takes 4 times as long to make.</p><p></p><p>I don't see the logic in adding a house rule to double whammy the item cost, myself.</p><p></p><p>Regardless, the lab, tools etc rule is already in the book.</p><p></p><p>The PHB.SRD no less.</p><p></p><p></p><p>This one i seriously disagree with as noted before. The exact same principle "feat gives you access but you then need to "learn" how to apply it" is just as applicable to metamagic feats and a host of others. i see no benefit is singling out one clas of feats for "its not a complete feat" treatment. </p><p></p><p>A sorcerer who knows mage armor does not automatically know how to make breacers of armor. </p><p></p><p>If he wants to know how to do so he must "learn" the wondrous items feat. That feat gives him the knowledge.</p><p></p><p>That's enough for me.</p><p></p><p></p><p></p><p>You are just plain incorrect. Whether it is just uninformed or actually ignoring the rules, which i posted earlier on this thread, for hyperbole is uncertain.</p><p></p><p>The rules atate that the cost is for materials/components. The rules never say gold coins poof. The rules also define and limit what can be bought where, based on price and locale size.</p><p></p><p>The rules state you must have a magical lab tools etc to use ANY item creation feat.</p><p></p><p></p><p>Who said "fast forward anywhere in the rules? Show me the reference in the rules where it says "and the world should stop while the mage makes items."</p><p></p><p>TIME is listed as a limitation/requirement for making of anything, magical or otherwise. I personally don't think they went into all that wrk putting time requirements on scribing spell. making magical items, gathering information, using craft or profession skills etc etc etc only to have them ignored in a fast forward.</p><p></p><p>if, to you in your campaign, the notion of time as a limitation is out of the picture, then that might be a part of the problem, not a feature. IN MY GAMES, the time limitations are every bit as significant as the gold and the Xp, if not more on occasion. The party often finds 1-2 days "waiting", rarely wil find as much as a week and once or twice has even found a couple weeks. of course, they rarely "know" whether they will have a full week, or maybe only 3-4 days, in advance so they undertake item creation for anything expensive with great caution, usually sticking to cheap 1-2 day items.</p><p></p><p>If you are, as you seem to be indicating you think the rules are, allowing then to ignore the general puchasing rules (allowing the "GP poof to item"), revoking the requirement for magical lab and tools (allowing the "poof sit under a tree" make pearl of power" thing) AND waiving the time requirements ("fast-forward til done") THEN i can understand how you see the item creation feats as flawed.</p><p></p><p>However, i would argue that you have so mangled and removed the normal limitations as to have CREATED your own problem.</p><p>[/QUOTE]</p>
[QUOTE="Petrosian, post: 166381, member: 1149"] [/B][/QUOTE] Actually IMO this is not even a house rule. In DND3e EVERYTHING has a price and every market has a MAX PRICE available based on locale size, with a nod for some exceptions. IMO, the reference to magical item components being "generally available" means "kust like every other commodity" not " anywhere, anytime unlike evry other commodity." It seems utterly incongruous to ADD TO THE PUBLISHED RULES a "magical components are not subject to the general availability rules." In my games, and the games i have played in, magical components were part of the commidity by value vs local rules, which means those under the local max (or 3k whicheever was lower) were commonly available, those above the town's limit were very difficult to find and requires effort and time on the mage's part, and those in between were available but not common, so you might have to wait. Except for you putting a price on it, the requirement for lab and such is ALREADY in the rules, as i noted earlier. For my druthers, basing the price of the lab on the item makes no sense. The price of the materials already reflects the "more powerful item requires more to make" thing. i do not see a need for a better lab (by 5 fold) to make a wand of magic missiles that throws 3 missiles (5th level) than to make a wand of magic missiles that throws 1 missile (first level.) Requiing better, more expensive materials, sure, but thats why the wand costs 5 times as much and takes 4 times as long to make. I don't see the logic in adding a house rule to double whammy the item cost, myself. Regardless, the lab, tools etc rule is already in the book. The PHB.SRD no less. This one i seriously disagree with as noted before. The exact same principle "feat gives you access but you then need to "learn" how to apply it" is just as applicable to metamagic feats and a host of others. i see no benefit is singling out one clas of feats for "its not a complete feat" treatment. A sorcerer who knows mage armor does not automatically know how to make breacers of armor. If he wants to know how to do so he must "learn" the wondrous items feat. That feat gives him the knowledge. That's enough for me. You are just plain incorrect. Whether it is just uninformed or actually ignoring the rules, which i posted earlier on this thread, for hyperbole is uncertain. The rules atate that the cost is for materials/components. The rules never say gold coins poof. The rules also define and limit what can be bought where, based on price and locale size. The rules state you must have a magical lab tools etc to use ANY item creation feat. Who said "fast forward anywhere in the rules? Show me the reference in the rules where it says "and the world should stop while the mage makes items." TIME is listed as a limitation/requirement for making of anything, magical or otherwise. I personally don't think they went into all that wrk putting time requirements on scribing spell. making magical items, gathering information, using craft or profession skills etc etc etc only to have them ignored in a fast forward. if, to you in your campaign, the notion of time as a limitation is out of the picture, then that might be a part of the problem, not a feature. IN MY GAMES, the time limitations are every bit as significant as the gold and the Xp, if not more on occasion. The party often finds 1-2 days "waiting", rarely wil find as much as a week and once or twice has even found a couple weeks. of course, they rarely "know" whether they will have a full week, or maybe only 3-4 days, in advance so they undertake item creation for anything expensive with great caution, usually sticking to cheap 1-2 day items. If you are, as you seem to be indicating you think the rules are, allowing then to ignore the general puchasing rules (allowing the "GP poof to item"), revoking the requirement for magical lab and tools (allowing the "poof sit under a tree" make pearl of power" thing) AND waiving the time requirements ("fast-forward til done") THEN i can understand how you see the item creation feats as flawed. However, i would argue that you have so mangled and removed the normal limitations as to have CREATED your own problem. [/QUOTE]
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