Craft Wondrous Item

Thanee

First Post
I have thought about the following House Rule, to push the single best item creation feat back in line with the others.

The idea: Split Craft Wondrous Item.

Craft Minor Wondrous Item - Prerequisites: 3rd CL
Craft Medium Wondrous Item - Prerequisites: 5th CL, Craft Minor Wondrous Item
Craft Major Wondrous Item - Prerequisites: 9th CL, Craft Medium Wondrous Item

The effect is obvious, you can craft only items from the appropriate sub-category (minor, medium, major) with the respective feat.

Bye
Thanee
 

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I wasn't aware there was a problem with Craft Wondrous Item--but then again, none of my players have yet played with creating their own magic items. If you're having balance issues that way in your own campaigns, this seems like a good way to balance things, except:

It strikes me that the individual items have their own minimum level requirements. I wouldn't bother with additional level limits; just have the previous Craft Wondrous Feat be the requirement. Other than this admittedly minor point, it seems fine.
 

It's an interesting idea. I would actually perfer to see many of the things that Craft Wondrous Items can do, removed from them. It has been shown how CWI can be used to basically duplicate the abilities of any Ring and Rod. Obviously it would be in a different item, but it can be done. CWI is just so versatile especially when you allow players to design their own items.
 

A nice simple house rule, butr CWW is still a little too powerful, for the reasons discussed numerous time on the boards.

Personally, I think the main problem is that it is a little too easy to make permanent items that non-spellcasters can ease to easy, and way too cheap.

If anyone is interested I'm happen to ramble..
 


Crothian

Thanks for the invite :D

One of the 3e rules that erked me was a sorcerer can use any magic item they have the "potnetial" to use. So one level of sorcerer and you can use any staff or wand ever created. That started me thinking about how to control the use of, say, a Staff of the Magi.

The idea we use is every item has Use Magic DC based on say Spellcraft.

In our campaign we've gone one step further and every magic item (except + based items) has a Use Magic DC. Now, all Use Magic Item is a class skill for all, which stakes with spellcraft ranks. Whenever a character wants to "activate" a spell in an item the make a check.

We also have a different magic creation system, based on an idea that KDLadge posted a while back - Craft Minor, Moderate, Major, Artifact, Relic... All effects, pluses, skills, etc... cost attributes to put in an item. Each progressive feat can only hold a certain number of attributes.

During the creation porcess a Wizard can decide to make an item usable without a skill check - the item is simply Use Activated. The cost is 4 attributes an expensive cost and outside the creation ability of a Craft Minor.

So, Wizards tend to make items that Use Magic is required for, unless they are making a commissioned item. Why would you?

Hence magic is generally inert unless it is in the hands of someone able to tune to its abilities.

That's it
 

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