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<blockquote data-quote="Helldritch" data-source="post: 7187945" data-attributes="member: 6855114"><p>[MENTION=23751]Maxperson[/MENTION]</p><p></p><p>You are clearly better than I at debunking arguments. I salute you in that. However misguided our friend is, he is right on some points. Magic item creation was not in the reach of many groups. In my many groups that I had in 1ed, it has been 4 or 5 different that could've done some of what I have been talking. It was far from the majority. I think that our friend Celebrim assumed that it was all my groups (or simply all groups in 1ed) that could do magic items. It was not so.</p><p></p><p>But those that could, they never stopped for a mere loss in constitution, the restoration spell was just for that. Aging 10 years? Clone yourself before hand. Put the clone in stasis and if you die, have a programed unseen servant pour some disenchanting oil on the stasis buble and you would be back with the age you had at the time of your cloning. That was a good way to survive death in 1ed. Tenser used it and many other mages in D&D litterature. </p><p></p><p>Once you are at this level of power, you have access to most spells or information (if not all). What you can't create, you'll seek. Of course low level characters won't be able to create magic items in 1ed. Neither would they in 2e. The 3e brought in the fact that for creating magic items you had to spend experience. In 1e and 2e it was the reverse! Creating magic items would bring experience, not remove it. Both systems are good. But 3e was better. It was forcing spell casters to go on adventure to have more experience to spend on their creations. The 4e view on magic item creation was the same as 3e. Only 5e makes it almost impossible. And note this, almost, not impossible. Especially if you read the unearthed arcana on downtime...</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7187945, member: 6855114"] [MENTION=23751]Maxperson[/MENTION] You are clearly better than I at debunking arguments. I salute you in that. However misguided our friend is, he is right on some points. Magic item creation was not in the reach of many groups. In my many groups that I had in 1ed, it has been 4 or 5 different that could've done some of what I have been talking. It was far from the majority. I think that our friend Celebrim assumed that it was all my groups (or simply all groups in 1ed) that could do magic items. It was not so. But those that could, they never stopped for a mere loss in constitution, the restoration spell was just for that. Aging 10 years? Clone yourself before hand. Put the clone in stasis and if you die, have a programed unseen servant pour some disenchanting oil on the stasis buble and you would be back with the age you had at the time of your cloning. That was a good way to survive death in 1ed. Tenser used it and many other mages in D&D litterature. Once you are at this level of power, you have access to most spells or information (if not all). What you can't create, you'll seek. Of course low level characters won't be able to create magic items in 1ed. Neither would they in 2e. The 3e brought in the fact that for creating magic items you had to spend experience. In 1e and 2e it was the reverse! Creating magic items would bring experience, not remove it. Both systems are good. But 3e was better. It was forcing spell casters to go on adventure to have more experience to spend on their creations. The 4e view on magic item creation was the same as 3e. Only 5e makes it almost impossible. And note this, almost, not impossible. Especially if you read the unearthed arcana on downtime... [/QUOTE]
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