Herpes Cineplex said:
It's only when making the item is going to ding them for months and months of labor and thousands of XP that anyone really draws a line, and that's true in any setting, I think. But the standard magic-item-on-commission business is hard to abolish, no matter what the setting books say, and I can't imagine any half-bright crafter actually preferring to trade their work for a different item rather than cash on the barrelhead.
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wizards are the most expensive class; they can always use more money
ryan
Actually I don't see it this way. The ability to create magic items is one of the most powerful things that you can do in D&D, IMO. It is assumed by Core Rules that when a PC levels up you take the necessary downtime to seek training, learn new stuff and generally just put all that XP you just gathered to some good use. For a fighter that means getting new combat feats and for a wizard that might mean getting a item creation feats.
Well, in my campaigns, in the Scarred Lands, item crafters are few and far apart. NPCs who can write you a scroll, brew you a potion or make some one time only Wondrous Item aren't that difficult to find. If you want something more powerful or lasting then you run into a problem: availability.
Clerics don't teach the secrets that their God has given to them for faithful and long service. Selling stuff that has the spark of Divinity (in other words: created with Divine Magic) would be unthinkable.
Wizards are greedy and selfish, so they don't go around teaching their skills or selling their stuff around.
Your average Scarred Lands hero wouldn't trust a sorcerer no further than he can throw one. They are the spawns of titanspawn, fiends and other abominations. Actually: sorcerers are abominations!
Druids? Few trust them and no one wants to be carrying around stuff that was created by a titanspawn.
So, that leaves...hm...bards? They aren't known as great crafters and builders of things (takes too long and they aren't full casters either).
So, the end result is that there are very few Item Creation feats that you can automatically take without any roleplaying in my campaigns. Wizards get Scribe Scroll, and that's about it. There are many things that a prospective crafter can do, whoever. Here are some examples:
Make a deal with a devil.
Work as an agent of a powerful wizard for a few years (usually includes some sort of a Quest).
Become religious and seek a Divine solution to your dilemma.
Or just plain get luckly while raiding a crypt/dungeon/etc.
EDIT: From a crypt/dungeon/etc. a PC could find a manual detailing the basics of creating, say, Magic Arms and Armor. From that basic information he could experiment and start crafting his own magical items. I like tomes

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