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Creating Special items
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<blockquote data-quote="Greenfield" data-source="post: 5612481" data-attributes="member: 6669384"><p>We ran a game in which all the creation feats for permanent items had been "lost" over time. They had been closely guarded guild secrets, and were eventually lost when the last few holders of them died.</p><p></p><p>The long term goal of that campaign was to rediscover the lost secrets of the past.</p><p></p><p>In that world, permanent magic items were as rare as he's teeth, and highly prized. Magic swords all had names and well known histories. They were traditionally held by noble houses, only, as were things like magic armor, boots, etc.</p><p></p><p>We shifted the various Wondrous items that were "consumable" to an extended version of Brew Potion or Craft Wand. </p><p></p><p>It made the game world interesting.</p><p></p><p>Another approach is this: Yes, there are guild halls and such in many cities that trade in magic items. You want a what? Hmm. Well, I know a guy who knows a guy who might have a lead on one of those....</p><p></p><p>I presumed that adventurer grade items weren't just sitting on the shelf like Walmart. They're in the hands of adventurers. You pay the guild a fee to see if they can find one for sale. They keep that fee, whether they find one or not. You're paying for the labor to research.</p><p></p><p>Once they find one, they'll broker the deal (and take a cut in the process), and it will probably call for the buyer to pay both another magic item and some cash for the greater item. </p><p></p><p>This emphasizes how rare these items are and how much in demand they are, and gives me, as the DM, some time to consider whether I want to allow said item into the game.</p><p></p><p>I "ration" the amount of EXP is available to NPC crafters in a given period of time, with the note that the local nobility or the guild or the church has first call on that craft potential. Magic within the city or realm goes first to the good of the realm (as defined by the people in power), then to the local citizenry, and last to out of town troublemakers like the PCs.</p><p></p><p>Thus, a writ from the local noble to authorize the creation of a specific bit of magic is a prize in and of itself.</p><p></p><p>Of course to do this, you also need to limit PC access to the item creation feats.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5612481, member: 6669384"] We ran a game in which all the creation feats for permanent items had been "lost" over time. They had been closely guarded guild secrets, and were eventually lost when the last few holders of them died. The long term goal of that campaign was to rediscover the lost secrets of the past. In that world, permanent magic items were as rare as he's teeth, and highly prized. Magic swords all had names and well known histories. They were traditionally held by noble houses, only, as were things like magic armor, boots, etc. We shifted the various Wondrous items that were "consumable" to an extended version of Brew Potion or Craft Wand. It made the game world interesting. Another approach is this: Yes, there are guild halls and such in many cities that trade in magic items. You want a what? Hmm. Well, I know a guy who knows a guy who might have a lead on one of those.... I presumed that adventurer grade items weren't just sitting on the shelf like Walmart. They're in the hands of adventurers. You pay the guild a fee to see if they can find one for sale. They keep that fee, whether they find one or not. You're paying for the labor to research. Once they find one, they'll broker the deal (and take a cut in the process), and it will probably call for the buyer to pay both another magic item and some cash for the greater item. This emphasizes how rare these items are and how much in demand they are, and gives me, as the DM, some time to consider whether I want to allow said item into the game. I "ration" the amount of EXP is available to NPC crafters in a given period of time, with the note that the local nobility or the guild or the church has first call on that craft potential. Magic within the city or realm goes first to the good of the realm (as defined by the people in power), then to the local citizenry, and last to out of town troublemakers like the PCs. Thus, a writ from the local noble to authorize the creation of a specific bit of magic is a prize in and of itself. Of course to do this, you also need to limit PC access to the item creation feats. [/QUOTE]
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