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House rules ofr Magic Item creation

Thanks for the input Dark Hermit. Like you, most of my players could really care less about magic item creation. So a large part of this is to satisfy my own curiousity. You know, "a place for everything and everything in its place" sort of thing. Although, spell completion items and single use does come up.

I like the burning of XP. It has always made perfect sense to me but I will agree with you that I think the original intent was more a failed aim at game balance versus flavor. "Game balance"? fail. Flavor? works for me.

Your description of the GP component of the process I have always looked at in two ways; 1) down time creation of minor stuff like scrolls, potions or fetishes. This was a straight up GP burn all off screen during down time. In actuality, that GP burn was herbs, odd items, special instruments, fees, bribes or what not but all of it abstract.
2) For major items, a magic weapon, armor, ring.... that GP component was more of a guide line to the GM and the player as to how valuable or difficult the material components would need to be to pull of the creation of the item. Gathering those said components would most often be quested and roleplayed for and would be plot hooks. Not just simply picked up at the local Adventu-Mart.
 

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What does the Arcana Evolved way change other than combining the staff and ring creation feats?

I read that even if you spend 1/4 of all the gold you ever get crafting items, the xp cost isn't that much. You will end up just half a level behind at level 20, and be way ahead on gold.
 



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