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Complete Arcane - Though Bottle abuse and Magic Item Creation
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<blockquote data-quote="Greybar" data-source="post: 1854892" data-attributes="member: 4938"><p>So under the current wording it costs 500XP to "Save Game", basically, and one just 20,000gp item per player - start making them when your lead spellcaster hits 13th level, which is after you already have "partial save game" power through raise-dead-like stuff.</p><p></p><p>Hmm.. m-dhigh level D&D already has a pretty big "restart" power anyway, I'm not sure that this is too much worse, though I think I would make the XP cost scale up with the owner's level.</p><p></p><p>Also strike the "nothing bad happens if bottle lost/destroyed" line. The GM should be required to think of nasty plots involving what happens when the bottle is destroyed, disjoined, or even supressed. Even worse if a bad guy manages to steal it! Telling the PCs that you're striking the "nothing bad" line should be enough warning to them.</p><p></p><p>john</p></blockquote><p></p>
[QUOTE="Greybar, post: 1854892, member: 4938"] So under the current wording it costs 500XP to "Save Game", basically, and one just 20,000gp item per player - start making them when your lead spellcaster hits 13th level, which is after you already have "partial save game" power through raise-dead-like stuff. Hmm.. m-dhigh level D&D already has a pretty big "restart" power anyway, I'm not sure that this is too much worse, though I think I would make the XP cost scale up with the owner's level. Also strike the "nothing bad happens if bottle lost/destroyed" line. The GM should be required to think of nasty plots involving what happens when the bottle is destroyed, disjoined, or even supressed. Even worse if a bad guy manages to steal it! Telling the PCs that you're striking the "nothing bad" line should be enough warning to them. john [/QUOTE]
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Complete Arcane - Though Bottle abuse and Magic Item Creation
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