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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Do you let your PCs create any magic item they want?
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<blockquote data-quote="dreaded_beast" data-source="post: 1249261" data-attributes="member: 11185"><p>In the campaign I play in, the wizard in the party took "Craft Wonderous Item" and "Craft Magic Arms and Armor". He's a nice guy, and felt it would help the party to create items that would augment the power of everyone in the party. I play a cleric, so I thought it was a decent idea, since I could help make some items too. </p><p></p><p>We play in Greyhawk, and were about to enter the Temple of Elemental Evil. We thought that, OK, we can spend around a month or two outside the ToEE to prep and gear up. A temple to Herioneous was nearby, where I was the cleric, so I figured we could use that as a place to create our items.</p><p></p><p>However, we soon discovered that it wasn't so easy. The type of campaign we play has virtually no down time what so ever. We are constantly on the move, with one adventure after another. Down time for us is at the very most 3-5 days. The wizard was hoping that our DM would allow us to have some time to create some items once he got the feat, but that wasn't the case.</p><p></p><p>Adventures kept coming non-stop, and when we said we wanted some free time to create items, he had some minor complaints, saying that there were things that were going on and that we would miss out. We said we didn't mind and that we wanted to create the items. We could tell that he was still a bit irritated. He mentioned that he didn't want us to waste time making magic items when we could be adventuring instead. It's a bit bothersome when the DM grumbles about things he doesn't want us to do.</p><p></p><p>One of the reasons the wizard took these feats in the first place is because we were unable to purchase items from the DMG at market price. Whatever we wanted was always twice the price of what was listed in the DMG, sometimes more. That didn't make any sense to us, because it only takes the creator half of the market value to create the item, so they were already making a profit if the items were purchased at market value. Forget about adding extra enchantments to items we find, because for some reason, no NPC will do it.</p><p></p><p>So now the wizard feels that he is stuck with two feats that are virtually useless in the campaign we play in. He is contemplating asking the DM if he can change those two feats, since it seems as if the DM does not want us to make use of them.</p><p></p><p>I think our DM is still stuck in the 1st ed. and 2nd ed. mentally that there are no such things as "magic shops" and it should be nearly impossible for PCs to create items, let alone items they want.</p><p></p><p>We understand that DM has to keep things in check, so the PCs don't become to powerful, but we don't think this is the case for this situation. Do you think we are expecting too much as players?</p></blockquote><p></p>
[QUOTE="dreaded_beast, post: 1249261, member: 11185"] In the campaign I play in, the wizard in the party took "Craft Wonderous Item" and "Craft Magic Arms and Armor". He's a nice guy, and felt it would help the party to create items that would augment the power of everyone in the party. I play a cleric, so I thought it was a decent idea, since I could help make some items too. We play in Greyhawk, and were about to enter the Temple of Elemental Evil. We thought that, OK, we can spend around a month or two outside the ToEE to prep and gear up. A temple to Herioneous was nearby, where I was the cleric, so I figured we could use that as a place to create our items. However, we soon discovered that it wasn't so easy. The type of campaign we play has virtually no down time what so ever. We are constantly on the move, with one adventure after another. Down time for us is at the very most 3-5 days. The wizard was hoping that our DM would allow us to have some time to create some items once he got the feat, but that wasn't the case. Adventures kept coming non-stop, and when we said we wanted some free time to create items, he had some minor complaints, saying that there were things that were going on and that we would miss out. We said we didn't mind and that we wanted to create the items. We could tell that he was still a bit irritated. He mentioned that he didn't want us to waste time making magic items when we could be adventuring instead. It's a bit bothersome when the DM grumbles about things he doesn't want us to do. One of the reasons the wizard took these feats in the first place is because we were unable to purchase items from the DMG at market price. Whatever we wanted was always twice the price of what was listed in the DMG, sometimes more. That didn't make any sense to us, because it only takes the creator half of the market value to create the item, so they were already making a profit if the items were purchased at market value. Forget about adding extra enchantments to items we find, because for some reason, no NPC will do it. So now the wizard feels that he is stuck with two feats that are virtually useless in the campaign we play in. He is contemplating asking the DM if he can change those two feats, since it seems as if the DM does not want us to make use of them. I think our DM is still stuck in the 1st ed. and 2nd ed. mentally that there are no such things as "magic shops" and it should be nearly impossible for PCs to create items, let alone items they want. We understand that DM has to keep things in check, so the PCs don't become to powerful, but we don't think this is the case for this situation. Do you think we are expecting too much as players? [/QUOTE]
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