Assuming XP cost of creating Magic Items

Gold is just gold. Experience is what controls your advancement of abilities. In some cases the whining fighter demanding cheap weapon upgrades is also the whining fighter complaining that the spellcaster is at that delta where he is a level lower than the rest of the PCs and has become a liability because he cannot cast the cool spells everyone else wants him to cast.

As I said, I play a spellcaster with item creation feats. That same spellcaster has missed out on level advancement due solely to burning exp on magic items.

But each game has a different dynamic depending on players and on the underlying stories. Heck, I run a game where item creation doesn't even require burning exp. Time and materials is the key there. Works great so far.
 

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BardStephenFox said:
Gold is just gold. Experience is what controls your advancement of abilities.
Sure, but if you siphon off enough gold from the other PCs, you can use that gold to make/buy more magic items for yourself, thereby mitigating the loss of XP.
 

We allow party members to give XP instead of the creator. We didn't have much item creation in any of our campaigns yet, however, so I really can't say we playtested the idea.
I say allow willing contributions from PCs (never reducing character level), and have a piano fall on anyone that tries to exploit this as a loophole contrary to flavor :D
 

One thing to keep in mind is that the CR of all encounters is based on PCs having appropriate magic items for their level. Having item creators pay an XP cost is one way that the game limits the availability of magic items.

If a DM decides to allow others to pay the XP cost, he should adjust challenge ratings and XP for encounters, based on the fact that all the characters are going to have a lot more magic items than they should have.

Also, the fighter types in the game will all tend to level up more slowly due to spending their XP on items, while the item creator will zoom up in levels, having had one of the balancing factors of his class removed.
 

Life is in the hands of the spellcaster's,and consequentially exp damage and death when real 'magical items' must be created,the snotty attitude that throw in aweapon is a cool rpg theme for fighters rangers paladins etc shall be dashed to the mirths of evangelical congregating,and remain underdeveloped

There are several unsmoothe transitions for exp and 'traite or psionic' or psychosis damage when a DM bothers to think about what this feat actually is too powerfull,though i like diseases,run rampant though the group may be effecting others instead will soon be a way of making the gameplay with random throw in encounters more cruel

A theme area for the item found,or the papyrus sketches or even some impossible rune puzzle that allows creationism about one's quest will or won't determine the problems or even shematics for encounters whence the fortunes 'exp' costed item is too simply easy.One way of harvesting fortune,or killing a certain form should lay a foundation that,the item was offensive (playing that chotic to evil to good legionaires trick)though in fact only one ruler that isn't even the main race,which was actually about slavory(freed overlorde starts evil)but now with a disease,several scorcerouses have found the overlorde through the looking glass,and when the party makes use pretending good for the 9unkempt spy within legion campaign) they may have wished they never really created that item after all
 

Felikeries said:
There are several unsmoothe transitions for exp and 'traite or psionic' or psychosis damage when a DM bothers to think about what this feat actually is too powerfull,though i like diseases,run rampant though the group may be effecting others instead will soon be a way of making the gameplay with random throw in encounters more cruel
Did you write this in some other language and have it translated via babelfish or something? Because, you're not making any sense in English at least.
 


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