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<blockquote data-quote="Magesmiley" data-source="post: 5421425" data-attributes="member: 26292"><p>I'm assuming that you're talking mostly about magic items here and the feats in the main Eberron book for reducing the cost/time/XP.</p><p></p><p>Well, there are a couple of problems with the strategy:</p><p></p><p>1. The feats are marked in the table that you can take them multiple times. However the text does not (and feat descriptions will indicate if they can be taken multiple times). Text wins over tables - you can only take them once each.</p><p>2. So you can reduce the cost/XP/time by 25%? You still (unless the DM says otherwise or you make a deal with another player) sell for 50% off. Go ahead and make and sell them...</p><p>3. There is still the issue of paying XPs and time to make items. You'll run out of XPs before too long. And time can often be an issue for adventurers.</p><p></p><p>The DM is always free to balance things out if you've got too many goodies too. Personally, I don't penalize those who craft their own items - they've given up (at least) a feat plus time and resources to make those items. Having a bit (or sometimes quite a bit) more gear than typical is fair for what they put into it.</p><p></p><p>If players are creating higher level characters and take item creation feats, I do let them craft the items if they want, but they have to pay the XPs too (so they start at a lower level than everyone else).</p></blockquote><p></p>
[QUOTE="Magesmiley, post: 5421425, member: 26292"] I'm assuming that you're talking mostly about magic items here and the feats in the main Eberron book for reducing the cost/time/XP. Well, there are a couple of problems with the strategy: 1. The feats are marked in the table that you can take them multiple times. However the text does not (and feat descriptions will indicate if they can be taken multiple times). Text wins over tables - you can only take them once each. 2. So you can reduce the cost/XP/time by 25%? You still (unless the DM says otherwise or you make a deal with another player) sell for 50% off. Go ahead and make and sell them... 3. There is still the issue of paying XPs and time to make items. You'll run out of XPs before too long. And time can often be an issue for adventurers. The DM is always free to balance things out if you've got too many goodies too. Personally, I don't penalize those who craft their own items - they've given up (at least) a feat plus time and resources to make those items. Having a bit (or sometimes quite a bit) more gear than typical is fair for what they put into it. If players are creating higher level characters and take item creation feats, I do let them craft the items if they want, but they have to pay the XPs too (so they start at a lower level than everyone else). [/QUOTE]
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