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Do you like XP costs for magic item creation?
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<blockquote data-quote="Mallus" data-source="post: 4568936" data-attributes="member: 3887"><p>I scrapped the XP cost for magic items in my long-running 3e campaign. Minor items are purchased, more interesting items are crafted using of time, "power components" found while adventuring, and general creativity... ie, the more clever I think an item is, the more likely the players can whip it up, especially if it has a cool name and some built-in drawbacks. </p><p></p><p>Some examples of from the campaign are <em>Burne's Thermocerebric Barrier</em> --a metal helmet with a tiny smokestack on top than grants additional saving throws vs. charm and domination by delivering searing heat directly to the wearers cranium, in an attempt to 'snap them out of it' (the Barrier can severely injure the wearer) and <em>Burne's Vegetative Buskins</em> --magic boots which make the wearer immune to mental control at the same time they root them in place like a tree.</p></blockquote><p></p>
[QUOTE="Mallus, post: 4568936, member: 3887"] I scrapped the XP cost for magic items in my long-running 3e campaign. Minor items are purchased, more interesting items are crafted using of time, "power components" found while adventuring, and general creativity... ie, the more clever I think an item is, the more likely the players can whip it up, especially if it has a cool name and some built-in drawbacks. Some examples of from the campaign are [i]Burne's Thermocerebric Barrier[/i] --a metal helmet with a tiny smokestack on top than grants additional saving throws vs. charm and domination by delivering searing heat directly to the wearers cranium, in an attempt to 'snap them out of it' (the Barrier can severely injure the wearer) and [i]Burne's Vegetative Buskins[/i] --magic boots which make the wearer immune to mental control at the same time they root them in place like a tree. [/QUOTE]
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