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General Tabletop Discussion
*Pathfinder & Starfinder
E6, item creation, and balance issue
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 4163222" data-attributes="member: 43283"><p>It hasn't come up in my game, but I figured if it did I'd actually use the system from Mystic Eye Games book: The Artificer's Handbook.</p><p></p><p>You can read a review here:</p><p><a href="http://www.d20zines.com/v7/node/657" target="_blank">http://www.d20zines.com/v7/node/657</a></p><p><a href="http://www.enworld.org/reviews.php?do=review&reviewid=2010781" target="_blank">http://www.enworld.org/reviews.php?do=review&reviewid=2010781</a></p><p><a href="http://www.enworld.org/reviews.php?do=review&reviewid=2010760" target="_blank">http://www.enworld.org/reviews.php?do=review&reviewid=2010760</a></p><p></p><p>There's a sort of an idea what you can expect from it here:</p><p><a href="http://www.enworld.org/showthread.php?t=35741" target="_blank">http://www.enworld.org/showthread.php?t=35741</a></p><p></p><p>I picked up the pdf version of it, but it doesn't look like it's hard to find in print still.</p><p></p><p>I will note that it's a bit of a fiddly thing. You're not really going to sit down and whip out the item in a couple of minutes. I've got no idea how that compares to the default system, since I've never played a wizard/sorcerer in D&D (and don't ever plan to).</p><p></p><p>I have a love/hate thing with rules. I like some consistency to them and like a decent foundation, but I really dislike having to _deal_ with them in actual play. So something like Unusual Core Classes: Spellweaver and The Artificer's Handbook appeal to me because they present a way to handle something consistently and bring in things from other sources and still have everything on a relatively level playing field.</p><p></p><p>At one time I really liked Elements of Magic. However, EoM falls down because it takes too much up front work to get the whole magic system of D&D converted over, there's too many variations possible within the magic, and some spells are difficult to recreate.</p><p></p><p>That's where the hate thing with rules comes in: When I sit down to play, I just want 'em to disappear as much as possible.</p><p></p><p>The Spellweaver class from Misfit Studios offers a lot of the same flexibility that EoM does, in a much tidier rules package, and goes the additional step of actually telling me what the SRD spells are worth using the Spellweaver system.</p><p></p><p>The Artificer's Handbook has a sample of Wonderous Items (50 items A-C but no Belt of Magnificence that I saw) and a number of other appendixes to help make using the system easier.</p><p></p><p>So far, I havent' seen anything come close to the Aritficer's Handbook in terms of what it does. It's not ideal because it does require more fiddling than I tend to want, but I really do like the potential consistency it brings to the table.</p><p></p><p>Of course, in 20 years of playing I've only seen the need for magic item creation rules come up a couple of times. So I don't have much practical experience with that side of things.</p><p></p><p>I'll also note that the downside of using the Artificer's Handbook is that it isn't a core book. This could be a dealbreaker for some.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 4163222, member: 43283"] It hasn't come up in my game, but I figured if it did I'd actually use the system from Mystic Eye Games book: The Artificer's Handbook. You can read a review here: [url]http://www.d20zines.com/v7/node/657[/url] [url]http://www.enworld.org/reviews.php?do=review&reviewid=2010781[/url] [url]http://www.enworld.org/reviews.php?do=review&reviewid=2010760[/url] There's a sort of an idea what you can expect from it here: [url]http://www.enworld.org/showthread.php?t=35741[/url] I picked up the pdf version of it, but it doesn't look like it's hard to find in print still. I will note that it's a bit of a fiddly thing. You're not really going to sit down and whip out the item in a couple of minutes. I've got no idea how that compares to the default system, since I've never played a wizard/sorcerer in D&D (and don't ever plan to). I have a love/hate thing with rules. I like some consistency to them and like a decent foundation, but I really dislike having to _deal_ with them in actual play. So something like Unusual Core Classes: Spellweaver and The Artificer's Handbook appeal to me because they present a way to handle something consistently and bring in things from other sources and still have everything on a relatively level playing field. At one time I really liked Elements of Magic. However, EoM falls down because it takes too much up front work to get the whole magic system of D&D converted over, there's too many variations possible within the magic, and some spells are difficult to recreate. That's where the hate thing with rules comes in: When I sit down to play, I just want 'em to disappear as much as possible. The Spellweaver class from Misfit Studios offers a lot of the same flexibility that EoM does, in a much tidier rules package, and goes the additional step of actually telling me what the SRD spells are worth using the Spellweaver system. The Artificer's Handbook has a sample of Wonderous Items (50 items A-C but no Belt of Magnificence that I saw) and a number of other appendixes to help make using the system easier. So far, I havent' seen anything come close to the Aritficer's Handbook in terms of what it does. It's not ideal because it does require more fiddling than I tend to want, but I really do like the potential consistency it brings to the table. Of course, in 20 years of playing I've only seen the need for magic item creation rules come up a couple of times. So I don't have much practical experience with that side of things. I'll also note that the downside of using the Artificer's Handbook is that it isn't a core book. This could be a dealbreaker for some. [/QUOTE]
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