Anyone using the Artifacer's Handbook?

johnsemlak

First Post
I'm playing a low-level wizard character, my first 3rd edition wizard (still relatively new to 3e)

I'm not particularly happy about the spending xp to make magic items (I would think a wizard should gain xp from that). I've read positive reviews about the Artifacer's Handbook, which provides a varient system, and have been thinking of splurging on that, if I can convince my DM to go with it.

Anyone else using it?
 
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johnsemlak said:
I'm playing a low-level wizard character, my first 3rd edition wizard (still relatively new to 3e)

I'm not particularly happy about the spending xp to make magic items (I would think a wizard should gain xp from that). I've read positive reviews about the Artifacer's Handbook, which provides a varient system, and have been thinking of splurging on that, if I can convince my DM to go with it.

Anyone else using it?

You may want to look at THIS THREAD . I recommend it but I am biased.
 

We've switched to it

Definitely look at that thread. You might also want to check out mortality.net's official forums, though the stuff in there is from people with the system already and might be "too much information" just for someone evaluating the product.

As for the question of whether it's being used or not, my group has switched over to it mid-game (after switching to 3.5E mid-game, my players are ready for us to stick with a ruleset for a few months :) ). I can say that the player of the wizard is much happier being able to make items with this system. He's already used the system to create a couple minor items. I'm much happier as well, with a much more concrete system in place to help me balance out magic items and whatnot.

Speaking completely frankly about the book, I think it's a great system. I think the book itself could use a little reorganization -- sometimes I feel like it needed one more editing pass. Also, there's tons of flavor stuff in there, but most of it isn't going into my game because we've been in the game long enough that adding a lot of it in would change too much.

One thing going to this system will do is force your DM to think about magic items very carefully. In the process of going to this system, we've removed all magic items which duplicate class abilities or feat abilities because we think it hurts class usefulness. Due to the nice little warning signs the author has presented in the book, we've decided not to have any magic items (other than spell completion) based off of "Personal" range spells -- otherwise, you take some of the uniqueness of the original caster class away. Etc.

While the system does add flexibility in creating items, it relies heavily on the idea that any power you might want in a magic item can be duplicated by a spell. That seems like a minor assumption but it actually has a huge impact. If you want to introduce really rules-breaking magic items (like some items are) you have to be prepared to either have it be "lost magic" or somehow rationalize what level magic spell could be used to duplicate your rules-breaking item.

Think of AH as a toolbox full of great stuff. You probably can't just pick it up and start using it, but it will give you the tools you need to overhaul your magic item system and make it more sensible.
 

Hi, John - I was the lead designer for the AH. I think SnowDog summarized it best. The book has tons of crunch, and is a completely new system for magic item creation.

The Mortality.net forums are the official forums, and I've helped SnowDog and others with questions and clarifications there. So, if you get it, you're bound to have questions, so feel free to drop by there with any questions that you might have. I will be glad to help.
 

Snowdog has a great summary! :)

I really like it! But, strictly speaking, I am not yet using it. I am starting up a new campaign and I will be using it. I am also working with the DM of the game I play in to implement portions of the book.

Like all 3rd party add-ons, you need to read through it and understand what changes it will bring to your particular game. In my case, the elimination of XP cost was the least interesting reason to consider the system. I like the spell slot system because it limits what can be built based on caster skill. It also makes certain items do-able, but will likely require the combined efforts of several spellcasters. This creates a logical limit on the number of high-powered magic items in a campaign.

One tweak I am using for my campaign has to do with the Create One Shot Item feat.

I am requiring that the creator have ranks in a Craft skill to make the item in question. Examples include Craft (Calligraphy) to make scrolls, Craft (Alchemy) to brew potions, Craft (Fetish or Charm) to make shamanistic Fetishes, Craft (Tattoo Artist) to make tattoos, etc.

For spell completion items, you only need to have 3 ranks in the skill. For all other items, you need to have at least 5 ranks. This allows a 1st level wizard to create scrolls, but he won't be able to do potions until at least 2nd level. This helps bypass the Warning sign in the book of giving away potion creation at at low levels. It also forces my players to think about the flavor of their spellcaster and come up with interesting magic items. If I had a player that only wanted to make alcoholic potions, I would allow it using Craft (Brewing) instead of Craft (Alchemy). I like the idea of a Light Beer of healing (Cure light Wounds) as oppossed to a Stout of Health (Cure Serious Wounds).

Of course, I also give my players bonus points that can be used in a Craft or Profession skill at 1st level. If you are a wizard, it becomes easy to make scrolls at 1st level.
 

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