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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Creating Magic Items with Con
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<blockquote data-quote="Khaalis" data-source="post: 762070" data-attributes="member: 2167"><p>First to answer your direct question:</p><p></p><p>IF you are going to enforce a CON point loss, then I agree, there is no point to ALSO makeing them take the Feats. I would simply substitute a higher Craft/Knowledge (Arcana)/Spellcraft requirement for the actual crafting of the item, as well as increase the minimum caster level requirements - thus making them even more rare due to being harder to make.</p><p></p><p>I do agree with <em>"Alchemist"</em> though that the CON loss is VERY extreme and will likely prevent anyone from making more than 1 or 2 items - and those will likely be near Artifact or Artifact level items, not piddle 2000gp-8000gp items.</p><p></p><p>You might want to think about that as balance also. Which is worse, 20 or so Artifacts running around the world, or 200 pidly trinket items.</p><p></p><p>Rambling thoughts on a side note - what are you doing to help balance the power of the core non-magical classes with the loss of magic? Keep in mind that in 3E all CR's and "Game Balance" issues are based on the fact that a PC of any given level will have magic items and resources equal to the table given in the <u>DMG</u>. Similar to the argument that the Ranger was designed to be "Balanced" with a Fighter, because it was ASSUMED to count the Ranger's Animal Companion. Games like <u>Swashbuckling Adventures</u> increased the capabilities of the core "non-magical" classes through better feats and abilites - balancing the fact that there is little to no magic in the <em>Seven Seas</em>. Just my humble thoughts.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 762070, member: 2167"] First to answer your direct question: IF you are going to enforce a CON point loss, then I agree, there is no point to ALSO makeing them take the Feats. I would simply substitute a higher Craft/Knowledge (Arcana)/Spellcraft requirement for the actual crafting of the item, as well as increase the minimum caster level requirements - thus making them even more rare due to being harder to make. I do agree with [i]"Alchemist"[/i] though that the CON loss is VERY extreme and will likely prevent anyone from making more than 1 or 2 items - and those will likely be near Artifact or Artifact level items, not piddle 2000gp-8000gp items. You might want to think about that as balance also. Which is worse, 20 or so Artifacts running around the world, or 200 pidly trinket items. Rambling thoughts on a side note - what are you doing to help balance the power of the core non-magical classes with the loss of magic? Keep in mind that in 3E all CR's and "Game Balance" issues are based on the fact that a PC of any given level will have magic items and resources equal to the table given in the [u]DMG[/u]. Similar to the argument that the Ranger was designed to be "Balanced" with a Fighter, because it was ASSUMED to count the Ranger's Animal Companion. Games like [u]Swashbuckling Adventures[/u] increased the capabilities of the core "non-magical" classes through better feats and abilites - balancing the fact that there is little to no magic in the [i]Seven Seas[/i]. Just my humble thoughts. [/QUOTE]
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