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exp for making magicals.....?
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<blockquote data-quote="Yair" data-source="post: 1960226" data-attributes="member: 10913"><p><strong>Elves are Epic... or not</strong></p><p></p><p>I completely agree. But I don't think giving NPCs XP is the answer.</p><p></p><p>Once you start granting XP to NPCs you totally wreck the normal D&D demographics. It's just not a standard D&D world whre everyone city guard is at level 3+ and the elderly are at level 6. Suddenly, those first level characters look pretty pathetic, more likely to take on rat infestations the high-level commoners don't want to bother with... it can be done, but it's a different world.</p><p>And then there are elves. In such a campaign, Elves are Epic. Just about every elf is high-level, and their elders are epic - they must be, if you're using the same XP generating rules for humans and elves, even taking into account lower progression due to being careful. Elves must see humans as pitiful creatures, never fully maturing into a mature elf's power. Only the rare epic level human is accepted, with some surpirse, as equal. This again is possible, but it's just not standard D&D.</p><p>The same problem applies to other long-lived races, of course, but to a lesser degree. </p><p>And don't get me started on immortal races such as Elan. Or liches. Ouch.</p><p></p><p>I suggest instead to wing it. Decide what you want your world to look like, and then set up the rules that will make it happen (however "nonsensical" they are), if needed. Use the rules, don't let the rules use you.</p><p></p><p>As a suggestion, base magic item creation on the Spellcraft skill working like the Craft skill. With DC 20 to make any magic item, this means Check x 10 gp/week in market price is produced - making magic items is hence a laborious time consuming work in-line with their actual price, fully integrated into the economy. If you use such a mechanic, you may want to increase the productivity to allow faster item creation (and higher wages for magical artisans) and allow for several contributions to the work (allowing people to work together to speed up production).</p><p>You are then left to determine how craftsmen in general are spread in levels, negating the magic-item problems and XP.</p></blockquote><p></p>
[QUOTE="Yair, post: 1960226, member: 10913"] [b]Elves are Epic... or not[/b] I completely agree. But I don't think giving NPCs XP is the answer. Once you start granting XP to NPCs you totally wreck the normal D&D demographics. It's just not a standard D&D world whre everyone city guard is at level 3+ and the elderly are at level 6. Suddenly, those first level characters look pretty pathetic, more likely to take on rat infestations the high-level commoners don't want to bother with... it can be done, but it's a different world. And then there are elves. In such a campaign, Elves are Epic. Just about every elf is high-level, and their elders are epic - they must be, if you're using the same XP generating rules for humans and elves, even taking into account lower progression due to being careful. Elves must see humans as pitiful creatures, never fully maturing into a mature elf's power. Only the rare epic level human is accepted, with some surpirse, as equal. This again is possible, but it's just not standard D&D. The same problem applies to other long-lived races, of course, but to a lesser degree. And don't get me started on immortal races such as Elan. Or liches. Ouch. I suggest instead to wing it. Decide what you want your world to look like, and then set up the rules that will make it happen (however "nonsensical" they are), if needed. Use the rules, don't let the rules use you. As a suggestion, base magic item creation on the Spellcraft skill working like the Craft skill. With DC 20 to make any magic item, this means Check x 10 gp/week in market price is produced - making magic items is hence a laborious time consuming work in-line with their actual price, fully integrated into the economy. If you use such a mechanic, you may want to increase the productivity to allow faster item creation (and higher wages for magical artisans) and allow for several contributions to the work (allowing people to work together to speed up production). You are then left to determine how craftsmen in general are spread in levels, negating the magic-item problems and XP. [/QUOTE]
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