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Do you like XP costs for magic item creation?
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<blockquote data-quote="kitsune9" data-source="post: 5392705" data-attributes="member: 18507"><p>Oh man, this is such a hard question to answer. I think in a way, I do like XP costs, but I can definitely see the other side of the argument too in not supporting XP costs for making magic items. Right now, I'm running Pathfinder as is, so there's no XP costs for making magic items.</p><p></p><p>XP costs serve a useful function that if an item to be created is costly enough, either A) the item will truly be rare and will only be of use to the original creator and B) will prevent magical revolutions / Magic Mart / flood of common, yet costly magic items. This works for DMs who don't like these aspects of D&D and don't allow them, because the rationale is that if people have to literally give up their lifeforce to create a magic item, they certainly aren't going to put it on the market unless they are desperate for funds.</p><p></p><p>However, XP costs can be a real hindrance for DMs and players who like magic items and having lots of them around. It also makes the crafting feats a bit more unpalatable to those spellcasting classes. So eliminating the requirement then only makes magic items expensive in terms of gp cost and nothing else. There's a lot of fun to be played for the wizard who in between adventures can sit around and spend his hard-earned gold on scribing scrolls and crafting wands for the next adventure. I played one type of wizard and it definitely helped us avoid the "15 minute adventuring day" for most game sessions.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5392705, member: 18507"] Oh man, this is such a hard question to answer. I think in a way, I do like XP costs, but I can definitely see the other side of the argument too in not supporting XP costs for making magic items. Right now, I'm running Pathfinder as is, so there's no XP costs for making magic items. XP costs serve a useful function that if an item to be created is costly enough, either A) the item will truly be rare and will only be of use to the original creator and B) will prevent magical revolutions / Magic Mart / flood of common, yet costly magic items. This works for DMs who don't like these aspects of D&D and don't allow them, because the rationale is that if people have to literally give up their lifeforce to create a magic item, they certainly aren't going to put it on the market unless they are desperate for funds. However, XP costs can be a real hindrance for DMs and players who like magic items and having lots of them around. It also makes the crafting feats a bit more unpalatable to those spellcasting classes. So eliminating the requirement then only makes magic items expensive in terms of gp cost and nothing else. There's a lot of fun to be played for the wizard who in between adventures can sit around and spend his hard-earned gold on scribing scrolls and crafting wands for the next adventure. I played one type of wizard and it definitely helped us avoid the "15 minute adventuring day" for most game sessions. [/QUOTE]
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