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Anybody else HATE item creation feats?
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<blockquote data-quote="kenjib" data-source="post: 167242" data-attributes="member: 530"><p>My variant rule neither corrects this nor exacerbates this. This is a hole left in the core system that has nothing to do with my variant. I just added to the rules as they are. However wizards get these bonus spells is the same way that they can learn a treatise on item creation, should they choose one instead of one of their "free" spells. The only inconsistency is in the core rules themselves.</p><p></p><p></p><p></p><p>That's the purpose of rules, isn't it? To define which of the many ways, all potentially correct, is to be implemented. That's what all of the core rules do and that's what differentiates them from GURPS or Exalted or any other system. The fact that clerics prepare most of their spells like a wizard and spontaneously cast heal/inflict spells like a sorcerer is a good example. Again one could have argued that the game designers implement it one way or another. They made a choice and went with it. I already made this call in my initial description and went with it. In my variant all casters use the same rules - I think this is essential for balance reasons.</p><p></p><p>The fact that any spell caster knows how to create any magic item under the sun, provided they know certain spells that may or may not match the power(s) of the item to some arbitrary degree is just as much an assumption, using your definition of assumption, as requiring that spell casters learn how to create each type of item. Speaking "in general" as you did, I would say that both ways are completely fine. The D&D designers implemented it one way and I would have preferred another way, thus a variant rule that I can use. From previous discussions I have heard other people mention house rules similar to this one. In any case, it's probably not worth all this fuss. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="kenjib, post: 167242, member: 530"] My variant rule neither corrects this nor exacerbates this. This is a hole left in the core system that has nothing to do with my variant. I just added to the rules as they are. However wizards get these bonus spells is the same way that they can learn a treatise on item creation, should they choose one instead of one of their "free" spells. The only inconsistency is in the core rules themselves. That's the purpose of rules, isn't it? To define which of the many ways, all potentially correct, is to be implemented. That's what all of the core rules do and that's what differentiates them from GURPS or Exalted or any other system. The fact that clerics prepare most of their spells like a wizard and spontaneously cast heal/inflict spells like a sorcerer is a good example. Again one could have argued that the game designers implement it one way or another. They made a choice and went with it. I already made this call in my initial description and went with it. In my variant all casters use the same rules - I think this is essential for balance reasons. The fact that any spell caster knows how to create any magic item under the sun, provided they know certain spells that may or may not match the power(s) of the item to some arbitrary degree is just as much an assumption, using your definition of assumption, as requiring that spell casters learn how to create each type of item. Speaking "in general" as you did, I would say that both ways are completely fine. The D&D designers implemented it one way and I would have preferred another way, thus a variant rule that I can use. From previous discussions I have heard other people mention house rules similar to this one. In any case, it's probably not worth all this fuss. :) [/QUOTE]
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