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Artificer's Handbook - anyone got it?
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<blockquote data-quote="Psion" data-source="post: 1135464" data-attributes="member: 172"><p>I sense we are talking about two different things on this point. I am not talking about items that cannot be used by certain people (though, since you bring it up, although I see where you are coming from advantage-wise, I tend to think it would cost more to make one that is exclusive, just because it takes extra effort.... BID.)</p><p></p><p>No, I am talking about having certain items or item capabilities that only certain casters can make. Again, I refer you to the Jewel Mage in <em>Spells and Magic</em>. It has class abilities that allow it to create gems that can trap creatures or a soul gem that acts as a soul protection and permanent magic jar.</p><p></p><p>Now the general attitude of the Artificer's Handbook tends to be "if you can dream it -- and afford it -- you can do it". But the thing is that in cases like I discuss, the special items some classes create are in essence defining characteristics. By allowing any character with the right feats and spells to make it, you sort of negate the purpose of the class.</p><p></p><p>One way to address this, I think, would be to alter the class ability to allow the creation of the mentioned items but at a significant discount in terms of time or cost, to reflect the fact that these "special items" are in fact an extension of the class abilities of the class in question. </p><p></p><p>Another approach is if the ability does not comfortably match any spell description, in which case the solution is to have the class be the only access to the ability.</p><p></p><p><strong></strong></p><p><strong></strong></p><p><strong>Sure, I can understand that. But what I am sort of going for here is perhaps some better defined suggestions regarding "what is appropriate" for a given slot.</strong></p></blockquote><p></p>
[QUOTE="Psion, post: 1135464, member: 172"] I sense we are talking about two different things on this point. I am not talking about items that cannot be used by certain people (though, since you bring it up, although I see where you are coming from advantage-wise, I tend to think it would cost more to make one that is exclusive, just because it takes extra effort.... BID.) No, I am talking about having certain items or item capabilities that only certain casters can make. Again, I refer you to the Jewel Mage in [i]Spells and Magic[/i]. It has class abilities that allow it to create gems that can trap creatures or a soul gem that acts as a soul protection and permanent magic jar. Now the general attitude of the Artificer's Handbook tends to be "if you can dream it -- and afford it -- you can do it". But the thing is that in cases like I discuss, the special items some classes create are in essence defining characteristics. By allowing any character with the right feats and spells to make it, you sort of negate the purpose of the class. One way to address this, I think, would be to alter the class ability to allow the creation of the mentioned items but at a significant discount in terms of time or cost, to reflect the fact that these "special items" are in fact an extension of the class abilities of the class in question. Another approach is if the ability does not comfortably match any spell description, in which case the solution is to have the class be the only access to the ability. [b] Sure, I can understand that. But what I am sort of going for here is perhaps some better defined suggestions regarding "what is appropriate" for a given slot.[/b] [/QUOTE]
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