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<blockquote data-quote="Ryujin" data-source="post: 6042575" data-attributes="member: 27897"><p>Then let me clarify. </p><p></p><p>If you operate under the assumption that magic can't create anything better than a serviceable example of an item, not a masterwork one, then a user of magic can't just hand-wave a masterwork item into existence. This assumption can be by house rule, DM fiat, or explicitly stated in the rules.</p><p></p><p>If you then also make the assumption that a magic item can only be crafted using a masterwork item as a base you then create a situation in which either a user of magic must cooperate with a skilled artisan, or be a skilled artisan himself, in order to produce a magic item.</p><p></p><p>I make no assumption as to the specific flavour of D&D involved, as this is a general thread. I didn't state it as if it was a commonly held assumption but rather IF it was assumed to be the case, for one of various possible reasons.</p><p></p><p>I wouldn't do this sort of thing in a 4e campaign, unless it was one that used inherent bonuses, because the system mechanics assume that characters will have certain enhancements at a given level. With that said, I think that 4e took that to a ridiculous extreme. My 20th level Warlock turned out potions and magic items out of thin air, during long rests, on more than one occasion.</p><p></p><p>Creating the necessity that an item be crafted, prior to being magicked, creates a more believable scenario. The only benefit might well be in it taking game time to create them, rather than having magic items roll off an assembly line and, thereby, having absolutely no real value nor personality of their own. Thirty plus years ago our characters went to great lengths to secure what we needed to create items of real power, then to have the materials turned into the items via skill and magic. That +3 two-handed sword represented numerous victories and interaction with NPCs. </p><p></p><p>It wasn't a few thousand gold carelessly tossed at a merchant in a marketplace.</p></blockquote><p></p>
[QUOTE="Ryujin, post: 6042575, member: 27897"] Then let me clarify. If you operate under the assumption that magic can't create anything better than a serviceable example of an item, not a masterwork one, then a user of magic can't just hand-wave a masterwork item into existence. This assumption can be by house rule, DM fiat, or explicitly stated in the rules. If you then also make the assumption that a magic item can only be crafted using a masterwork item as a base you then create a situation in which either a user of magic must cooperate with a skilled artisan, or be a skilled artisan himself, in order to produce a magic item. I make no assumption as to the specific flavour of D&D involved, as this is a general thread. I didn't state it as if it was a commonly held assumption but rather IF it was assumed to be the case, for one of various possible reasons. I wouldn't do this sort of thing in a 4e campaign, unless it was one that used inherent bonuses, because the system mechanics assume that characters will have certain enhancements at a given level. With that said, I think that 4e took that to a ridiculous extreme. My 20th level Warlock turned out potions and magic items out of thin air, during long rests, on more than one occasion. Creating the necessity that an item be crafted, prior to being magicked, creates a more believable scenario. The only benefit might well be in it taking game time to create them, rather than having magic items roll off an assembly line and, thereby, having absolutely no real value nor personality of their own. Thirty plus years ago our characters went to great lengths to secure what we needed to create items of real power, then to have the materials turned into the items via skill and magic. That +3 two-handed sword represented numerous victories and interaction with NPCs. It wasn't a few thousand gold carelessly tossed at a merchant in a marketplace. [/QUOTE]
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