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Creating Magic Items
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<blockquote data-quote="Saeviomagy" data-source="post: 5442665" data-attributes="member: 5890"><p>I think perhaps it might be better if some stages were opened up to contribution from characters without arcana. Looking at it again, there's only 4 rolls total. My main issue would be that they're all rolls with the same skill. I would probably bundle gather and refine into one stage, and require refine rolls for each component using appropriate skills. That way you can involve the entire party in the process.</p><p></p><p>Binding the components sounds like it might be another opportunity to diversify the skills required.</p><p></p><p>Finally, I'd make "control the magic" the duty of the item's first wielder (as in - proper usage in a life or death scenario) and probably put a lot of the side effects and malevolent effects here. That means that passing off the crafting process to NPCs isn't really saving you from them. You might have to remove or restrict some of the effects that don't make sense in terms of wielding an item (I don't see a +1 dagger sucking you into the shadowfel the first time you stab someone with it) or just make a catch-all "DM's cool choice" on the list.</p><p></p><p>It also would explain why magic items without combat uses are cheap (there's no life-or-death situation involved, so the magic can never go rogue) and also generates some interesting adventure opportunities (a rich patron has charged you to go slay some orcs <em>with this specific sword</em>).</p><p></p><p>The thing is that the remote chance of instant death, getting possessed and whatnot is really bad for a PC, but he probably doesn't care if it happens to an NPC - hence why it's a great idea to avoid the system if you can get NPCs to go through it instead.</p><p></p><p>The thing is that it's not very difficult to focus a character on a skill so that he automatically passes hard DCs. That's one of the reasons why the skill challenge system isn't great in the wild. If there's a game-wide "this skill will be guaranteed to be beneficial if you can always hit hard-dcs" system, then optimizing that way becomes potent. All the current skill systems that resemble this have a flaw that makes it not worth doing, usually in the form of "the DM has to OK your use of the skill", like intimidate and acrobatics.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5442665, member: 5890"] I think perhaps it might be better if some stages were opened up to contribution from characters without arcana. Looking at it again, there's only 4 rolls total. My main issue would be that they're all rolls with the same skill. I would probably bundle gather and refine into one stage, and require refine rolls for each component using appropriate skills. That way you can involve the entire party in the process. Binding the components sounds like it might be another opportunity to diversify the skills required. Finally, I'd make "control the magic" the duty of the item's first wielder (as in - proper usage in a life or death scenario) and probably put a lot of the side effects and malevolent effects here. That means that passing off the crafting process to NPCs isn't really saving you from them. You might have to remove or restrict some of the effects that don't make sense in terms of wielding an item (I don't see a +1 dagger sucking you into the shadowfel the first time you stab someone with it) or just make a catch-all "DM's cool choice" on the list. It also would explain why magic items without combat uses are cheap (there's no life-or-death situation involved, so the magic can never go rogue) and also generates some interesting adventure opportunities (a rich patron has charged you to go slay some orcs [i]with this specific sword[/i]). The thing is that the remote chance of instant death, getting possessed and whatnot is really bad for a PC, but he probably doesn't care if it happens to an NPC - hence why it's a great idea to avoid the system if you can get NPCs to go through it instead. The thing is that it's not very difficult to focus a character on a skill so that he automatically passes hard DCs. That's one of the reasons why the skill challenge system isn't great in the wild. If there's a game-wide "this skill will be guaranteed to be beneficial if you can always hit hard-dcs" system, then optimizing that way becomes potent. All the current skill systems that resemble this have a flaw that makes it not worth doing, usually in the form of "the DM has to OK your use of the skill", like intimidate and acrobatics. [/QUOTE]
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