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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
DMs: How available do you make magic items? And what about the craft feats?
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<blockquote data-quote="Bendris Noulg" data-source="post: 926967" data-attributes="member: 6398"><p>Only when it's worded in such a way as to make it sound like a futile cause, particularly when the reasons are based entirely on personal mistakes rather than short-sighted decisions by the designers in determining how to balance the game.</p><p></p><p>A spell point system that includes casting fatigue and cost dependant on casting level (i.e., a 1st Level Spell costs 1 Spell point, but casting it at 3rd Level costs more and causes a greater degree of Fatigue). The Fatigue scales to level, such that a Spell Caster is generally free to cast 3-4 Caster Levels below his actual level without much impairment.</p><p></p><p>And before you ask, the greater capacity for casting low level spells at mid- and high-level is countered by a greater degree of difficulty, time and expense for making magic items that would permit them to do the same thing.</p><p></p><p>Throw ontop an actual requirement for a library, a laboratory and research time, remove the silly two-free spells a level bit, rewrite sorcery to be similar to wizardry, only focused on genie-lore (ie, elementalism), but with the same requirements, a Mage Born feat required by anyone not starting as a Mage to become one later (to trim-down on those folks that multi-class into it for 1-3 levels), and things start to fall into place rather nicely.</p><p></p><p>And no, none of this was hard to do; The general outline was worked up over the course of a day (quite a bit lifted from the old Spells & Magic PO book), with the past two years of gaming used to flesh out the details (like library and laboratory expenses) and oil-up the squeaky parts. Has worked wonderfully and pretty much exactly as expected.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 926967, member: 6398"] Only when it's worded in such a way as to make it sound like a futile cause, particularly when the reasons are based entirely on personal mistakes rather than short-sighted decisions by the designers in determining how to balance the game. A spell point system that includes casting fatigue and cost dependant on casting level (i.e., a 1st Level Spell costs 1 Spell point, but casting it at 3rd Level costs more and causes a greater degree of Fatigue). The Fatigue scales to level, such that a Spell Caster is generally free to cast 3-4 Caster Levels below his actual level without much impairment. And before you ask, the greater capacity for casting low level spells at mid- and high-level is countered by a greater degree of difficulty, time and expense for making magic items that would permit them to do the same thing. Throw ontop an actual requirement for a library, a laboratory and research time, remove the silly two-free spells a level bit, rewrite sorcery to be similar to wizardry, only focused on genie-lore (ie, elementalism), but with the same requirements, a Mage Born feat required by anyone not starting as a Mage to become one later (to trim-down on those folks that multi-class into it for 1-3 levels), and things start to fall into place rather nicely. And no, none of this was hard to do; The general outline was worked up over the course of a day (quite a bit lifted from the old Spells & Magic PO book), with the past two years of gaming used to flesh out the details (like library and laboratory expenses) and oil-up the squeaky parts. Has worked wonderfully and pretty much exactly as expected. [/QUOTE]
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DMs: How available do you make magic items? And what about the craft feats?
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