Update version and reorganisation!
Let me make an update of all the ideas so far, and put some order in them...
-----------------------------------------------------------------------
General rules in the campaign
Free-form experience means that the party levelling up will happen just when appropriate for the campaign, and when the players seem to be ready for the difficulty increase. As such, we won't keep track of XP and everyone would mostly be at the same level. Probably there could still be some differences in level due to level drain / resurrection or other exceptional events.
This general rule will imply to take care at least of the following:
- multiclassing penalties -> dropped, compensation given to races with favored class
- spells with an xp cost -> will require 1day/Xp before they can be cast again
Free-form treasure means that we won't bother much about how much money or equivalent possession the characters have. Since magic equipment will have no cost, it won't matter much for the PC how much gp they get from adventuring, which will have some little pleasant consequences. Treasure will still be found occasionally, but the PC will spend it some other way.
This general rule will imply to take care at least of the following:
- mundane equipment -> at low level PCs still have a budget, later on it's only limited by availablity
- spells with a material/focus component -> will be limited by availability of the component
Permanent magic items
Each PC will carry very few p.m.i. throughout her career, but each item will have more powers than the average D&D magic item. The total gp worth of all these powers in a single character's equipment will be kept track of by the DM to ensure it's in line with the DMG table of equipment value per level. (another option is to use Vow of Powerty as a guideline for this)
An item will improve in time as the owner PC will level up. New powers will be determined randomly by the DM, but they will reflect the owner's behaviour and deeds. For example, a sword owned by a demon hunter may likely become demon-bane, while defeating a red dragon may induce the flaming power on it.
P.m.i. will be priceless in the world: although there could be the rare chance to purchase one, there won't be available for sale.
After coming into possession of a new p.m.i., you usually need to attune to it for a while before being able to use its powers.
Stealing or borrowing a p.m.i can happen, but if it would put the total gp worth of your equipment over your maximum, the item won't attune with you and won't display its powers (or would display reduced powers). Use Magic Device can help using someone else's items without worrying about this.
Item Creation Feats give a PC the ability to improve a p.m.i. by basically choosing which new powers it will develop. Creating a new p.m.i. from scrach will also require some in-game extras, such as a nexus or rare components. Using an ICF for p.m.i. doesn't cost gp or xp.
There won't be p.m.i. which plainly boost an ability score. There will still be tomes to permanently increase ability scores, and their appearance will be mostly story-based.
Consumable magic items
C.m.i. are either single-use or have a limited number of charges, can replicate a spell or otherwise have a unique effect, can be actual objects or otherwise materials which come in doses rather than charges.
They actually keep their market price and can be bought or sold, but since there is accurate bookkeping of PC wealth the main limit is the availability for sale which is to be kept very low.
Item creation feats allow to craft c.m.i. at no gp or xp cost. There is still need for time, suitable conditions (typically a lab of some sort) and ingredients which at least increase the total time required.
A c.m.i. has an expiration time representing the magic vanishing from the item after a while.*
*(How long does a c.m.i. remain active still TBD, maybe 1 week).
Item category rearrangement
Scribe Scroll: same as core. An expired scroll cannot be used to cast the spell but can still be copied into a spellbook.
Brew Potion: includes those wondrous items which are consumable materials such as oils, salves, dusts...
Craft M.Weapons&Armor: also allows some effects from rods and wondrous items to be added to weapons, shields or armors
Craft Wondrous Item: includes some other rods and rings
Craft Wand & Staff: unified to a single category, wands and staves are actually p.m.i with 1 charge per caster level and they recharge at the rate of 1 charge per day; it may be possible to use the feat to store spells in this way into other objects
-----------------------------------------------------------------------
At least what's left to decide is about which would be a reasonable expiration time. I want to keep it simple, even fixed is going to be fine (although it may be different for Scrolls vs Potions) or otherwise based on caster level or spell level. More powerful items take a longer time to make, therefore with a fixed expiration time you can have a smaller amount of more powerful items or a larger amount of less powerful ones.
Also, there's still to see if there are open problems that don't come to my mind...