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<blockquote data-quote="BobbyMac" data-source="post: 3263989" data-attributes="member: 44794"><p>I recently got interested in the Dnd crafting rules while perusing Unearthed Arcana and the new crafting rules therein...specifically the unified Craft Point system...</p><p></p><p>So I read em up and AFAIKT these rules do 2 things. </p><p></p><p>1. Eliminate down time due to using the existing crafting rules (one day per 1000gp down to just one day!) and</p><p></p><p>2. Make more sense of the Item Creation Feats for both magic, alchemical, and mundane items. (and masterwork)</p><p></p><p></p><p>IMHO (and I haven't playtested any of this yet) these rules makes crafting item feats a lot more palatable for a PC were it not for the XP hit to craft such items.</p><p></p><p></p><p>Sooooo, one day, I was also perusing the Wizards website when I chanced upon this little bit of rules crunchyness...</p><p></p><p><a href="http://www.wizards.com/default.asp?x=dnd/we/20060526a" target="_blank">Transferring XP Costs</a></p><p></p><p></p><p>and I thought hmmmm..... what if in my campaign world magic was a more personal thing??? </p><p></p><p></p><p>What if, in order to use a magic item, YOU PERSONALLY had to craft it yourself supplying the required XP or, by use of the <em>Transferring XP Costs</em> rules above, have someone else craft it for you while YOU PERSONALLY supplied the XP. </p><p></p><p>I thought about this for a while and could see how immediately you could apply this to armor, shields, and weapons but that it would really be hard to keep things balanced. </p><p></p><p>Then as a better way to doing things, I thought what if in my campaign world only magic items with generic (+1, +2, etc.) bonuses would work for you unless YOU PERSONALLY expended money and XP to imbue them with other special abilities, such as flaming, keen, etc....</p><p> </p><p>To restate this, unless you yourself personally supplied the XP for a desired effect in a magic item, the only magic available to you (either from purchase or loot) would be in the form of generic (i.e. +1, +2, etc.) bonuses. </p><p></p><p>This would make crafting WAY more interesting because generic bonuses are already boring.</p><p></p><p>Then also, as an option, I thought that to make this way of doing things cheaper and thus more useful for lower level players, I could utilize the +1/2 bonus rules in the two Loot 4 Less pdfs sold on RPG Now.</p><p></p><p>Let me know what you think!</p></blockquote><p></p>
[QUOTE="BobbyMac, post: 3263989, member: 44794"] I recently got interested in the Dnd crafting rules while perusing Unearthed Arcana and the new crafting rules therein...specifically the unified Craft Point system... So I read em up and AFAIKT these rules do 2 things. 1. Eliminate down time due to using the existing crafting rules (one day per 1000gp down to just one day!) and 2. Make more sense of the Item Creation Feats for both magic, alchemical, and mundane items. (and masterwork) IMHO (and I haven't playtested any of this yet) these rules makes crafting item feats a lot more palatable for a PC were it not for the XP hit to craft such items. Sooooo, one day, I was also perusing the Wizards website when I chanced upon this little bit of rules crunchyness... [url=http://www.wizards.com/default.asp?x=dnd/we/20060526a]Transferring XP Costs[/url] and I thought hmmmm..... what if in my campaign world magic was a more personal thing??? What if, in order to use a magic item, YOU PERSONALLY had to craft it yourself supplying the required XP or, by use of the [I]Transferring XP Costs[/I] rules above, have someone else craft it for you while YOU PERSONALLY supplied the XP. I thought about this for a while and could see how immediately you could apply this to armor, shields, and weapons but that it would really be hard to keep things balanced. Then as a better way to doing things, I thought what if in my campaign world only magic items with generic (+1, +2, etc.) bonuses would work for you unless YOU PERSONALLY expended money and XP to imbue them with other special abilities, such as flaming, keen, etc.... To restate this, unless you yourself personally supplied the XP for a desired effect in a magic item, the only magic available to you (either from purchase or loot) would be in the form of generic (i.e. +1, +2, etc.) bonuses. This would make crafting WAY more interesting because generic bonuses are already boring. Then also, as an option, I thought that to make this way of doing things cheaper and thus more useful for lower level players, I could utilize the +1/2 bonus rules in the two Loot 4 Less pdfs sold on RPG Now. Let me know what you think! [/QUOTE]
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