D20 Modern Item Creation Question

MrFaust

First Post
Alright Ladies and Gents

I am currently working on a D20 Modern setting that I will be publishing at some point down the line. I have a few questions that I cant seem to figure out on my own so I figured that this would be the best place to ask.

1) Can players create their own "enchanted/imbued" items?
2) If so is there some sort of feat that the players must take before doing so? (Like D&D item creation feats?)
3) Where would I find the formula for such rules regarding Item creation? (Because it is not listed in the D20 Modern Guide, just simple +1-3 enhancements)

All an all I am looking to create some new items for my Modern Setting with Psionics and I am not sure how that would work out. Any Help would mean a lot.
 

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I'd like to add upon this question with if there is no offical rules or feats (a side from advance classes) has anyone come up with their own system for item creation that works well or a 3rd party supplement thats does?
 

To stick to the rules I would use the D&D 3(.5) rules on item creation. But in such a low magic setting as d20 mdoern proposes, you should consider not allowing magic item grwation at all, because nobody is as talented as he needs to be.

I personally don't like the 3e rules for item creation. You could make something up using your own ideas. Like using the craft skills and needing special materials instead of XP. Something like that...
 

havent looked at the setting in ages but irc it was low-power on the presumption magic has just reactivated so those few capable of using magic have been experimenting with their newly found talents and trying to discover which existing occult texts work vs those that dont to expand the few low level spells generally available.

IMO sure RAW omitted item creation figuring characters wouldnt reach levels to gain the necessary feats before they could publish the additional supplement; only WOTC cancelled the product line.

since d20 spawned d20 Modern, you should be able to modify your favorite creation rules without a lot of effort??
 

All an all I am looking to create some new items for my Modern Setting with Psionics and I am not sure how that would work out. Any Help would mean a lot.
  1. Not really. Magic items weren't considered part of the game balance, so the ability to provide them was put entirely in the hands of the GM. Some limited options are provided by various advanced classes (Techie, Mage, Adept, Occultist, etc) but the options are few. Urban Arcana had a few options, as class features, for potions, scrolls, and wands (or psionic equivalents).
  2. Nope, but they must have the class features (see the link in #1).
  3. See the link in #1.
I do have to ask, why do you want item creation and how extensive do you want it to be? Is it meant to be a major part of the campaign? What does that add, and how do purely mundane characters feel about / deal with that aspect? Stuff to consider, especially is something you're going to try and sell.

Good luck.
 

I do have to ask, why do you want item creation and how extensive do you want it to be? Is it meant to be a major part of the campaign? What does that add, and how do purely mundane characters feel about / deal with that aspect? Stuff to consider, especially is something you're going to try and sell.

Good luck.

Good question, The characters would not be purely mundane being this setting takes place in a world that has psionics but then again not everyone would be taking such advance classes.

I would like to have artifacts in the campaign as well as a few rare "special" items but I know the question that will pop up (at least in my gaming group made up of 7+ people who all like very different things, so I can only dream of people who pay for a product thoughts) "How did this get made and can I do it?". I find this pops up many times in any campaign ran not with just my own. A valid question to a point and a DM cant explain away every single thing. So I am on the fence about what to do.

I enjoy the idea of unique items that are some how imbued with psionic abilities or powers. I think such items add flavor to any campaign (a side from a bare bones modern campaign) but I am not sure I want players running around with over powered items that they had created just beating on everything they come across because I know such a feat would get abused.

I may just go with the D&D Artifact explanation that it is beyond the understanding of modern man and avoid the whole thing all together.
 

You may also have it as a story thing. Basically there no exact rules and magic items are seldom created on purpose. They are mostly ancient. But if you ant to, you CAN create them. Just let your player give a rough idea what they want. Work the details out together and make a quest of it. They need the lost wisdom tooth of a bat that lives in the last corner of the mountains and things like that. By that you don't block or disappoint them and you have some nice ideas for some quests and it's following the idea of player empowerment nicely.
 

"How did this get made and can I do it?". I find this pops up many times in any campaign ran not with just my own. A valid question to a point and a DM cant explain away every single thing. So I am on the fence about what to do.

I prefer the Deadlands (Weird West / Hell on Earth / Lost Colony) explanation. The (unstated but pervasive) explanation can be summed up as follows.
"The supernatural is real and mysterious. Sometimes, objects that have been exposed to too much of the supernatural will begin manifesting their own unique powers; this is especially common with weapons, but can happen to any item that's been near a number of supernatural events (or one really supernatural event). Sometimes, objects will absorb a part of their owner's power and manifest unique abilities thematically similar; these can augment, replace, or compliment the original owner's existing powers and the benefits are usually transferred to subsequent owners, though not always at full strength. And sometimes an object will manifest powers for no discernible reason, beyond the fact that it is cool.
"What is universal is that each magical item is unique, with its own history, story, and (probably) its own destiny. And the more powerful those powers, the more intricate those three qualities are."

So, magic items happen at the Game Master's discretion, and work as the GM dictates. They can be as common or as rare as the GM desires and the campaign's tone necessitates. While +X items are generally the most powerful, they are the most boring and should be avoided. Much better are items that are as cool to use as is the item's backstory.
The players want a magic gun that is more accurate and damaging? Huh. Well, maybe, but that's kind of bland. Even with a good story (jammed it into a fire demon's mouth, and now it shoot flaming bullets), it's dull.
How about that Teddy Bear the little girl (the one that survived the horrible magic-massacre) has can turn into an actual bear and wreck face? Or when hugged for a night's sleep acts as a D&D Heal spell (CL 15)? Or protects anyone that carries it from mental assault (fearless, +20 to Will saves)?
What about the Shoulder Holster of Undercover? Which makes the holstered piece undetectable, and gives the wearer a re-roll on Disguise checks, but makes all criminals immediately hostile (unreasonable, intense, hatred for no discernible reason) to his actual identity.


Good luck.
 
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