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Anybody else HATE item creation feats?
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<blockquote data-quote="Mouseferatu" data-source="post: 166730" data-attributes="member: 1288"><p>Let's not forget that the rules for creating magic items in 2nd edition were, in some respects, even more open. Sure, you had to research, find the right ingredients, and get the DM to agree to let you create the item, but you pretty much have to do that now, or at least optional flavor rules allow for it.</p><p></p><p>More to the point, in 2nd edition, you <em>didn't</em> have to have any special training. Now you have to buy the feats.</p><p></p><p>Then let's not forget that in 2nd edition you <em>gained</em> experience points for creating magic items, rather than spending them.</p><p></p><p>This dovetails nicely with something I've been thinking about recently. A lot of people are under the impression that D&D3 advocates a higher magic setting than D&D2. However, magic items are actually not any easier to create; it's just that the system has been clarified and codified. The only "real" rule in 3e that implies a higher magic setting than 2e is the notion of places where you can buy magic items. 3e has 'em, 2e didn't.</p><p></p><p>Leaving aside personal taste--I prefer most of my campaign worlds without magic stores, so I don't include them (simple, no?)--given the basics of how the world works, it's not unreasonable to expect a <em>few</em> such establishments, or at least to expect the rules to allow for them. Again, if you don't like them, nobody's forcing you to use them.</p><p></p><p>I think the main reason D&D3 <em>seems</em> more "fantastic" than 1e or 2e is the art, not the rules. Art establishes the feel for a rulebook just as much as the writing does, whether the reader is consciously aware of that fact or not. And the art of 3e is a lot more high-fantasy and than most of the 1e and 2e art.</p><p></p><p>And I've gotten <em>way</em> off-track here, so I'll shut up, except to restate my original point. item creation feats don't really make magic items easier to create than they were in 2e. They just make the system easier to adjudicate.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 166730, member: 1288"] Let's not forget that the rules for creating magic items in 2nd edition were, in some respects, even more open. Sure, you had to research, find the right ingredients, and get the DM to agree to let you create the item, but you pretty much have to do that now, or at least optional flavor rules allow for it. More to the point, in 2nd edition, you [I]didn't[/I] have to have any special training. Now you have to buy the feats. Then let's not forget that in 2nd edition you [I]gained[/I] experience points for creating magic items, rather than spending them. This dovetails nicely with something I've been thinking about recently. A lot of people are under the impression that D&D3 advocates a higher magic setting than D&D2. However, magic items are actually not any easier to create; it's just that the system has been clarified and codified. The only "real" rule in 3e that implies a higher magic setting than 2e is the notion of places where you can buy magic items. 3e has 'em, 2e didn't. Leaving aside personal taste--I prefer most of my campaign worlds without magic stores, so I don't include them (simple, no?)--given the basics of how the world works, it's not unreasonable to expect a [I]few[/I] such establishments, or at least to expect the rules to allow for them. Again, if you don't like them, nobody's forcing you to use them. I think the main reason D&D3 [I]seems[/I] more "fantastic" than 1e or 2e is the art, not the rules. Art establishes the feel for a rulebook just as much as the writing does, whether the reader is consciously aware of that fact or not. And the art of 3e is a lot more high-fantasy and than most of the 1e and 2e art. And I've gotten [I]way[/I] off-track here, so I'll shut up, except to restate my original point. item creation feats don't really make magic items easier to create than they were in 2e. They just make the system easier to adjudicate. [/QUOTE]
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