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<blockquote data-quote="Deadguy" data-source="post: 643819" data-attributes="member: 2480"><p>Trying to incorporate answers here to Bendris Noulg and Fenes 2:</p><p></p><p>I think the big thing that you have by requiring an item crafter to jump through hoops to get an item they want is that it puts item craetion firmly back into <em>your</em> hands as the DM. Now, I know and understand that to a degree that's necessarily true in all games. As you say, Fenes, without it we can have stupid monstrosities produced, a real raping of the intent of the rules.</p><p></p><p>But one of the features of 3e is the way that it has put item creation into the hands of players. Rather than the decisions about items being solely the preserve of the DM, it has allowed the player (as the PC) some input into the equation. Rather than relying on the chance finding of items, or on the idea of 'magic marts', it allows them to make a rational choice about where to invest resources. I, and a fair few others, really like the feel that this gives. provided that the items are costed correctly (and that's the tricky part, where the DM's input is essential), it matters not <em>how</em> they invest their gold. It's up to them to decide what they want and need most. Indeed, because of the power to choose I have seen players choose to make 'flavour' items rather than the more powerful choices.</p><p></p><p>I am not being critical of your campaign choices, btw. I don't know enough of your settings to see how these ideas fit in with the whole of the game, and I can see that certain flavours of campaign will need greater limits in place. I guess it's just that you two happen to have responded on this thread, so I have used you as an example. Too often I have seen people, here and elsewhere, state that self-evidently the 3e item creation rules are unbalanced and need reining in. I often think that they've failed to shift paradigm in the transition of 2e to 3e. The game allows many more choices now to the players, and one of those is magical item creation (something which whilst theoretically possible in 2e was so ludicrously hedged about with limits that no sensible PC would ever bother jumping through the hoops it required for anything other than perhaps a potion or scroll!).</p></blockquote><p></p>
[QUOTE="Deadguy, post: 643819, member: 2480"] Trying to incorporate answers here to Bendris Noulg and Fenes 2: I think the big thing that you have by requiring an item crafter to jump through hoops to get an item they want is that it puts item craetion firmly back into [i]your[/i] hands as the DM. Now, I know and understand that to a degree that's necessarily true in all games. As you say, Fenes, without it we can have stupid monstrosities produced, a real raping of the intent of the rules. But one of the features of 3e is the way that it has put item creation into the hands of players. Rather than the decisions about items being solely the preserve of the DM, it has allowed the player (as the PC) some input into the equation. Rather than relying on the chance finding of items, or on the idea of 'magic marts', it allows them to make a rational choice about where to invest resources. I, and a fair few others, really like the feel that this gives. provided that the items are costed correctly (and that's the tricky part, where the DM's input is essential), it matters not [i]how[/i] they invest their gold. It's up to them to decide what they want and need most. Indeed, because of the power to choose I have seen players choose to make 'flavour' items rather than the more powerful choices. I am not being critical of your campaign choices, btw. I don't know enough of your settings to see how these ideas fit in with the whole of the game, and I can see that certain flavours of campaign will need greater limits in place. I guess it's just that you two happen to have responded on this thread, so I have used you as an example. Too often I have seen people, here and elsewhere, state that self-evidently the 3e item creation rules are unbalanced and need reining in. I often think that they've failed to shift paradigm in the transition of 2e to 3e. The game allows many more choices now to the players, and one of those is magical item creation (something which whilst theoretically possible in 2e was so ludicrously hedged about with limits that no sensible PC would ever bother jumping through the hoops it required for anything other than perhaps a potion or scroll!). [/QUOTE]
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