Moff_Tarkin said:Just in case it does come up, does everyone agree that upping the cost of magic items due to rarity or greedy merchants should not increase the xp cost to make them.
Thanee said:Right, I'd base the XP on the original price (as in DMG), but base the gp cost (one-half of the total) on the actual price.
Ridley's Cohort said:That is what I would recommend, too.
It is completely proper for the DM to control the amount of magic by watching wealth levels and having adjusted market prices and therefore higher item creation costs in gp. That is apples to apples. But paying 4x the xp makes the item creation feats hopeless sucky when they are already weakened.
irdeggman said:But increasing the exp cost is what makes the items rare. If a spellcaster has to invest more of himself (i.e., exp) then he is more hesitant about creating items in the first place. This in turn reflects the higher cost to buy (note that the increase in cost is also more income for the creator).
Are you seriously suggesting that making the item 2x to 4x more costly in terms of gp will not already drastically affect the rarity?
The goal should be to keep all feats of roughly the same usefulness as in vanilla 3e after the campaign specific changes. IMO the item creation feats become slightly weaker after the price increases. What necesitates hitting the spellcaster with bigger xp penalties on top of that?
The thing to keep in mind is that minor magic items are the something you can more or less replace with a 1st level spell. At 3x costs, a +2 sword for 12,000 gp and ~1000xp (plus a feat) does not look very attractive compared with just relying on the Magic Weapon spell when you need it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.