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Anyone using the Artifacer's Handbook?
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<blockquote data-quote="BSF" data-source="post: 1184065" data-attributes="member: 13098"><p>Snowdog has a great summary! <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><p></p><p>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.</p><p></p><p>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. </p><p></p><p>One tweak I am using for my campaign has to do with the Create One Shot Item feat. </p><p></p><p>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. </p><p></p><p>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). </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="BSF, post: 1184065, member: 13098"] 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. [/QUOTE]
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