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<blockquote data-quote="Starfox" data-source="post: 6117918" data-attributes="member: 2303"><p>"You must spread some Experience Points around before giving it to pemerton again."</p><p></p><p>Very clear and concise post. One can disagree with the ideas you explain, but the explanation was very very clear.</p><p></p><p></p><p></p><p>I find that time is a very poor currency when designing magic items. <strong>It might work in sandbox games, but for adventure-path style troupe play it doesn't work well.</strong> This is because there is nothing else for the other PCs to do while one of them crafts magic items. This is especially noticeable if the party has an item creation specialist who creates items for everyone. That character might be busy for years at a time and the other characters simply have to wait. And if the others decide not to wait, but to go on another adventure instead, the handicap for the stay-at-home character becomes just too great. An adventure can take days, crafting can take months or years.</p><p></p><p>I have had this happen in a 3.5 game set in the Warhammer world. My character was the crafter, and we accumulated "wyrdstone", a resource that could substitute for the xp costs of item creation. The idea was that we'd take a break over winter and continue with our new shinies in the spring. Instead, it turned out I had to spend a whole year + next winter to spend the wyrdstone resources of the entire party. The rest of theparty just waited and feasted. The time was never played out. Yes, this example is a bit extreme, but I think you get the point. Unless something else happens in the interval, time spent crafting magic items is just empty pages in the adventure log.</p><p></p><p></p><p></p><p></p><p>If "You character "build" should work with mundane items" is a matter of how high-powered your fantasy is. It is true in a game with few magic items, especially if there are other ways of customizing your characters. But in either the 4E model (characters are the sum of their synergies) or the 1E model (characters are differentiated by their magic items) it is not true. Looks like it can be true in Next, which is actually one of the best things about the new edition. It lets magic items be special again.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6117918, member: 2303"] "You must spread some Experience Points around before giving it to pemerton again." Very clear and concise post. One can disagree with the ideas you explain, but the explanation was very very clear. I find that time is a very poor currency when designing magic items. [b]It might work in sandbox games, but for adventure-path style troupe play it doesn't work well.[/b] This is because there is nothing else for the other PCs to do while one of them crafts magic items. This is especially noticeable if the party has an item creation specialist who creates items for everyone. That character might be busy for years at a time and the other characters simply have to wait. And if the others decide not to wait, but to go on another adventure instead, the handicap for the stay-at-home character becomes just too great. An adventure can take days, crafting can take months or years. I have had this happen in a 3.5 game set in the Warhammer world. My character was the crafter, and we accumulated "wyrdstone", a resource that could substitute for the xp costs of item creation. The idea was that we'd take a break over winter and continue with our new shinies in the spring. Instead, it turned out I had to spend a whole year + next winter to spend the wyrdstone resources of the entire party. The rest of theparty just waited and feasted. The time was never played out. Yes, this example is a bit extreme, but I think you get the point. Unless something else happens in the interval, time spent crafting magic items is just empty pages in the adventure log. If "You character "build" should work with mundane items" is a matter of how high-powered your fantasy is. It is true in a game with few magic items, especially if there are other ways of customizing your characters. But in either the 4E model (characters are the sum of their synergies) or the 1E model (characters are differentiated by their magic items) it is not true. Looks like it can be true in Next, which is actually one of the best things about the new edition. It lets magic items be special again. [/QUOTE]
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