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<blockquote data-quote="FrostedMini1337" data-source="post: 3000836" data-attributes="member: 42882"><p>Totally, but these require you going outside of the rules with your DM.   The rules are just a way to have things set down, the whole roleplaying thing allows you to circumvent rules (if your group is down with that). I mean it says it costs 1,000 gold worth of stuff.  But what does worth mean?  Those gems aren't worth diddly if I just came from the Earth Elemental Plane from a city of gems, you know?</p><p></p><p>D&D (and fantasy) is littered with weapons that become Bane after you slay 500 goblins, Pick Axes stuck in a super evil rock that becomes a malignant artifact and crap like that.</p><p></p><p>I think you'd have to do it on a point by point basis though.  Most of the cash you spend on a generic magic weapon maybe the main component is crushed gems since that seems to be the main magic ingredient.  For the Bane weapons, your magically enchanting the bones of said creatues, and enchanting them in to the blade.  For good and evil weapons, you're bribing/offering it outsiders to bless the weapon.  All of these you can around. (You find a cache of gems that are extra receptive to magic, you keep all the bones of goblins you find, and keep the whole corpse of the goblin shaman, you do a quest for an angel, etc)</p><p></p><p>If you wanted hard rules I'd say ask you DM what the main ingredient is (Gems, Poisons, Ungents, Planar Intervention,etc), then make a relevant check (Diplomacize the Outsider, Survival the Magic Leaves).  You get the resulting total as a % off the price of the items for a generic rule.</p><p></p><p>Sidenote: You can always use diplomacy to make vednors friendly and reduce their prices.</p><p></p><p>Sorry for rambling.</p></blockquote><p></p>
[QUOTE="FrostedMini1337, post: 3000836, member: 42882"] Totally, but these require you going outside of the rules with your DM. The rules are just a way to have things set down, the whole roleplaying thing allows you to circumvent rules (if your group is down with that). I mean it says it costs 1,000 gold worth of stuff. But what does worth mean? Those gems aren't worth diddly if I just came from the Earth Elemental Plane from a city of gems, you know? D&D (and fantasy) is littered with weapons that become Bane after you slay 500 goblins, Pick Axes stuck in a super evil rock that becomes a malignant artifact and crap like that. I think you'd have to do it on a point by point basis though. Most of the cash you spend on a generic magic weapon maybe the main component is crushed gems since that seems to be the main magic ingredient. For the Bane weapons, your magically enchanting the bones of said creatues, and enchanting them in to the blade. For good and evil weapons, you're bribing/offering it outsiders to bless the weapon. All of these you can around. (You find a cache of gems that are extra receptive to magic, you keep all the bones of goblins you find, and keep the whole corpse of the goblin shaman, you do a quest for an angel, etc) If you wanted hard rules I'd say ask you DM what the main ingredient is (Gems, Poisons, Ungents, Planar Intervention,etc), then make a relevant check (Diplomacize the Outsider, Survival the Magic Leaves). You get the resulting total as a % off the price of the items for a generic rule. Sidenote: You can always use diplomacy to make vednors friendly and reduce their prices. Sorry for rambling. [/QUOTE]
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