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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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General Tabletop Discussion
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DMs: How available do you make magic items? And what about the craft feats?
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<blockquote data-quote="Kid Charlemagne" data-source="post: 925551" data-attributes="member: 93"><p>I originally posted this over at the Rat Bastard DM Club boards, but I think it's pretty germaine to the this discussion, so I'll repost it here. This is basically how I'm handling magic item purchasing/making in my world, with some potential modifications still to be made.</p><p></p><p>I'm getting ready to start work on creating a new campaign world, using some of my current world as material. There are dozens of things that I would do differently in my world if I were to remake it, and now I'm going to.</p><p></p><p>The motto here is: The most important element of everything is whether it promotes adventure and gaming fun.</p><p></p><p>Along those lines, I've been wanting to do something to make item creation a little more "RP" related rather than just "buy it off the rack." </p><p></p><p>There are two things I've done/thought about doing:</p><p></p><p>Making it tougher to find a buyer for an item - I make a Gather Info check for the PC to locate a buyer for any given item, DC 10+1/1,000gp value. Each check represent 1d6-3 days worth of canvassing likely spots. The presumption is that that is in a big city. No matter what you roll, you'll never sell that Vorpal Blade in the 400 person village. I've considered also allowing a Knowledge: Arcana roll of the same DC to substitute, figuring that some buyers may be easier found through arcane contacts. </p><p></p><p>Specific expensive magic items are almost never found for sale. You may want to buy a Thundering Mace +2, but you may have to settle for the +1 flaming flail instead, if you MUST buy a magic weapon. Small stuff (1,000 gp or less) can be found from time to time.</p><p></p><p>Making it less than automatic to MAKE an item - I'm thinking of making Wizards research formulae for specific items. A Knowledge Arcana roll (DC 10+1/1,000gp value again) to figure out the formula for an item. Boots of Elvenkind? That's pretty easy. Vorpal Blade? That's a little tougher. Probably not going to find that at the local hedge mage's component shop.</p><p></p><p>One thing I'm considering implementing for my next campaign world (which I'm just beginning) is a series of Magical Academies that specialize in certain magical "themes" (not schools). For example, an Academy dedicated to travellers may specialize in making boots of speed. They'll treat that formula like a Guild Secret - and that will make it more difficult to figure out the formula for that item, as the Academy will protect those trade secrets.</p><p></p><p>In essence, I want to channel the item creation rules so that they open up avenues of roleplay and adventure rather than sit there on their own. It will help me keep consistent with how I adjudicate such things.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 925551, member: 93"] I originally posted this over at the Rat Bastard DM Club boards, but I think it's pretty germaine to the this discussion, so I'll repost it here. This is basically how I'm handling magic item purchasing/making in my world, with some potential modifications still to be made. I'm getting ready to start work on creating a new campaign world, using some of my current world as material. There are dozens of things that I would do differently in my world if I were to remake it, and now I'm going to. The motto here is: The most important element of everything is whether it promotes adventure and gaming fun. Along those lines, I've been wanting to do something to make item creation a little more "RP" related rather than just "buy it off the rack." There are two things I've done/thought about doing: Making it tougher to find a buyer for an item - I make a Gather Info check for the PC to locate a buyer for any given item, DC 10+1/1,000gp value. Each check represent 1d6-3 days worth of canvassing likely spots. The presumption is that that is in a big city. No matter what you roll, you'll never sell that Vorpal Blade in the 400 person village. I've considered also allowing a Knowledge: Arcana roll of the same DC to substitute, figuring that some buyers may be easier found through arcane contacts. Specific expensive magic items are almost never found for sale. You may want to buy a Thundering Mace +2, but you may have to settle for the +1 flaming flail instead, if you MUST buy a magic weapon. Small stuff (1,000 gp or less) can be found from time to time. Making it less than automatic to MAKE an item - I'm thinking of making Wizards research formulae for specific items. A Knowledge Arcana roll (DC 10+1/1,000gp value again) to figure out the formula for an item. Boots of Elvenkind? That's pretty easy. Vorpal Blade? That's a little tougher. Probably not going to find that at the local hedge mage's component shop. One thing I'm considering implementing for my next campaign world (which I'm just beginning) is a series of Magical Academies that specialize in certain magical "themes" (not schools). For example, an Academy dedicated to travellers may specialize in making boots of speed. They'll treat that formula like a Guild Secret - and that will make it more difficult to figure out the formula for that item, as the Academy will protect those trade secrets. In essence, I want to channel the item creation rules so that they open up avenues of roleplay and adventure rather than sit there on their own. It will help me keep consistent with how I adjudicate such things. [/QUOTE]
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DMs: How available do you make magic items? And what about the craft feats?
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