Better Incentives for Enchanting Items

eriktheguy

First Post
I wanted to recommend a few house-rules to provide incentive for characters to create their own magic items in 4e.

In earlier editions, crafting your own items saved you a ton of money. 4e abandoned this approach, a good call in my opinion. Instead, enchanting your own items now gives situational advantages. While I like this idea in principle, the execution was poor in my opinion. Here are what I see as the two main advantages of enchanting your own items in 4e.
  • Versatiliy: You can enchant any item using your residuum and components without having to decide what you need before setting out on an adventure.
  • Availability: You can enchant items that aren't available in a market.
The versatility advantage is rare, generally no party carries around enough components to make a magical weapon/armor/neck slot item of their current level. Most of their gear is above their level, and therefore superior to anything they can enchant. Occasionally they might make a useful potion or wondrous item, or perhaps some ammo or whetstones. The availability point is usually uncommon or forced. Most characters are able to buy equal-level items somewhere, especially if they can buy enough of the components used for enchanting in the first place. Your campaign might drop lots of components and feature few settlements, but that is a campaign specific imposition. If availability is a campaign specific flavor issue, the general rule should not be based on it. As a minor third quibble some people might bring up: there is a footnote hidden in a core book somewhere that suggests magic items be sold at market price +15% when purchased from merchants. I don't enforce this, know any other DMs that do, or know if Wizards even intended for it to be in the final release. I think it is a sloppy, reduced cost, 3e style of encouraging players to make their own items, and I will ignore it from this point forward.

Instead, let's use this thread as a discussion of ways to entice players to make their own magic items outside of the 'flat reduced cost' technique of previous editions. Here are my own suggestions. PEACH them, or suggest your own!

Modular Enchantments: Extra enchantments can be added to the basic +x items by paying the difference, and they can be removed later to recover 20% of the costs. This encourages players to enchant magic items for specific purposes, perhaps going with a Barulg's Magma Weapon one adventure and a Jagged Weapon in the next.

By using the Enchant Magic Item ritual, You can upgrade any magic weapon, magic armor, magic implement, amulet of protection or magic ki-focus. You can only upgrade basic magic items with those exact names. You can upgrade them to a higher level item of the same type and enhancement modifier with a different enchantment. The item in upgraded must be able to receive the new enchantment. You cannot increase the item's level above your own. The component cost to do this is the difference between the new item and the current item. For example, you could upgrade a +5 longsword into a +5 jagged longsword for 100 000gp.

By using the Disenchant Magic Item ritual you can remove any additional enchantments from magical weapons, implements, ki-focuses, neck slot items, or armor. Doing so reduces that item to a magic weapon, magic armor, magic implement, amulet of protection or magic ki-focus of the same type. You recover residuum equal to 20% of the difference in value between the two items. For example, you could remove the 'jagged' ability from a +5 jagged longsword, reducing it to a level 21 +5 longsword and recovering 20 000gp in residuum.

Special Components: Players can find special components in hordes or on the corpses of their foes. These components work like residuum. They can be used in rituals and magic item creation, but really shine when used to enchant particular types of items. Make the requirements as specific or as general as you like

Special components work like residuum. They have a market value, sell for full price, and can be used in any ritual. When used to craft a specific kind of magic item, they count at 3x their normal value. For example, an adult red dragon fang worth 1000gp, could count as 3000gp towards the creation of fire items. A blue dragons 1500gp hide might count as 4500gp when used to make scale/plate armor or items that protect from lightning.

As an additional bonus, when you use these components to create or upgrade an appropriate item, you may treat your level as though it were 3 higher while performing the ritual. A level 20 character might use the scales of a blue dragon to construct level 22 armor of lightning resistance.
 

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Obviously NPC enchanters need to make a profit, so they are hardly going to sell stuff they make at creation-cost (list price). The 4e DMG suggests 110-140% list price. IMCs I make it 150% minus a Diplomacy, Streetwise or other check, or default to 140% if the PC can't be bothered to put any effort in. I let PCs make items at list-price, and it works out well.
 

>>Modular Enchantments: Extra enchantments can be added to the basic +x items by paying the difference, and they can be removed later to recover 20% of the costs. This encourages players to enchant magic items for specific purposes, perhaps going with a Barulg's Magma Weapon one adventure and a Jagged Weapon in the next.<<

I use modular enchantments in that you can add stuff to a basic (eg) magic weapon, and pay only the difference, or a nominal 15gp if same level. I don't allow enchantment removal though.


>>By using the Enchant Magic Item ritual, You can upgrade any magic weapon, magic armor, magic implement, amulet of protection or magic ki-focus. You can only upgrade basic magic items with those exact names. You can upgrade them to a higher level item of the same type and enhancement modifier with a different enchantment. The item in upgraded must be able to receive the new enchantment. You cannot increase the item's level above your own. The component cost to do this is the difference between the new item and the current item. For example, you could upgrade a +5 longsword into a +5 jagged longsword for 100 000gp.<<

Yup, this is how I do it.

>>By using the Disenchant Magic Item ritual you can remove any additional enchantments from magical weapons, implements, ki-focuses, neck slot items, or armor. Doing so reduces that item to a magic weapon, magic armor, magic implement, amulet of protection or magic ki-focus of the same type. You recover residuum equal to 20% of the difference in value between the two items. For example, you could remove the 'jagged' ability from a +5 jagged longsword, reducing it to a level 21 +5 longsword and recovering 20 000gp in residuum.<<

I don't allow this, IMC Disenchant always destroys the item.

>>Special Components: Players can find special components in hordes or on the corpses of their foes. These components work like residuum. They can be used in rituals and magic item creation, but really shine when used to enchant particular types of items. Make the requirements as specific or as general as you like<<

I do this, or make the PCs go looking for the right components to create non-Common items, eg a Staff of Ruin requires a blackened length of wood from a lightning-struck oak.

>>Special components work like residuum. They have a market value, sell for full price, and can be used in any ritual. When used to craft a specific kind of magic item, they count at 3x their normal value. For example, an adult red dragon fang worth 1000gp, could count as 3000gp towards the creation of fire items. A blue dragons 1500gp hide might count as 4500gp when used to make scale/plate armor or items that protect from lightning.<<

Apart from the generic components listed in the DMG, I only allow an eg red dragon fang to be used for appropriate items, but for these it will have a substantial value, and 3x the fang's sale value looks reasonable.

>>As an additional bonus, when you use these components to create or upgrade an appropriate item, you may treat your level as though it were 3 higher while performing the ritual. A level 20 character might use the scales of a blue dragon to construct level 22 armor of lightning resistance.<<

I hadn't thought of that, but it seems a nice idea for 'power components' which themselves hold a lot of innate magical energy, like a dragon's tooth or demon ichor. I would probably cap it at either PC level+3, or the level of the (eg) monster, whichever is lower.
 

Obviously NPC enchanters need to make a profit, so they are hardly going to sell stuff they make at creation-cost (list price). The 4e DMG suggests 110-140% list price. IMCs I make it 150% minus a Diplomacy, Streetwise or other check, or default to 140% if the PC can't be bothered to put any effort in. I let PCs make items at list-price, and it works out well.

I just don't like this for two reasons. For one I don't like forcing players to craft all they can by using the 'cheaper to make' move because it feels contrived, and because I think the market prices are balanced. When you say 'your party saves 40% by making magic items' you are essentially saying 'ritual caster is a required feat for your party'. Once the party gets one ritual caster (and a level 4 ritual) they get a permanent discount on items of their level or lower.
I assume that sellers are able to provide the items to PCs at market price while still turning a profit. Maybe they mass produce, or maybe they are just better at crafting than the PCs (for them after all, it is a career rather than just a single feat). Merchants sell them at market price because they are used.

Secondly, using skill checks in this way causes prices to decrease for higher level parties. If you want to normalize it, try using (110% + DC for skill challenge of merchant's level - player's skill check). Most of the purchases will be done by one party member and you can bet players will use powers, items, feats etc to knock prices down by about 10-15%.

One similar idea that I use IMC for purchases; rarer items are harder to find on the market. You can use a streetwise check etc to try to find a rarer magic item, or go to the mercane, who have practically everything but charge a 25% markup. I don't do this for more common magic items though, only things like jagged weapons or armbands of power (which I like to control) or exotic mounts.
 

i have personally never had much of a problem trying to convince players in my worlds to craft there own items. More of an issue of them crafting to much. The cost of the item was merily a way to take back some of the money they aquired. The main factor that kept my players was always the time table. in DnD it has time periods for each type of enchantment a player might want to do. And i cant be totally sure but i believe it was rather steep like amonth or more uninterupted to make even a +1 sword. So to create any item of any true worth took a year or longer. So often the world and it's problems wouldn't wait for wizerds to relax and force his efforts in to a new tool. When a quite peroid was made in an area my player used it and the creation of items would burst from it's seams. If the time was not avilable but the items satill wanted i allowed the players to rush the creation in exchange for side effects or posssible miss haps when using.
one of the funniest mishaps i placed on an helm a player made was when ever it's ability was activated the player had a 25% chance of explosive mud butt and horrible stomic pains. forcing them to roll saving throws inbattles at times in order to continue the battle or even hinder their attack power. since you had such stomic pain.
so one else in the group made a enchanted gem stone and inserted it in there glove so they could pick to cast burning hands/ shocking grasp/chill touch once a day all at a lvl 4 casting. and they had a 5% chance each day after a week of wearing with out removal to be polymorphed in to the oposite sex until a lvl 8 removed curse was cast. that was alot of fun to deal with to cause i wouldn't point out to the player they changed if it happened while away from there friends. sometimes even the other players wouldn't tel him just to she how much trouble they would get in to running around town that day.

ahhh good times
 

I saw this thread when I was searching on how to come up with a better spell; This is what I've got.

[FONT=&quot]
[/FONT]
[FONT=&quot]Enchant Item[/FONT]
[FONT=&quot]utility spell;[/FONT]
[FONT=&quot]requires 5th level[/FONT]
[FONT=&quot]non-combat ritual daily utility;[/FONT]
[FONT=&quot]targets one item;[/FONT]
[FONT=&quot]permanent duration;[/FONT]
[FONT=&quot]the caster creates a potion, scroll or item that contains 1 spell the caster knows;[/FONT]
[FONT=&quot]the potion or scroll or charged item has a number of charges equal to the caster’s level;[/FONT]

in addition, the caster must have these 3rd edition skills or work with someone who does,
blacksmiths,
leather-workers;
herbalists;
etc..

[FONT=&quot]a permanent magic item has the power level of the caster;[/FONT]
[FONT=&quot]the cost is the value of a similar scroll, potion or magic item as listed in the core handbooks;[/FONT]
 
Last edited:


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