I don't like D&D item creation any more

Kisanji Arael

First Post
Herein lies my inherent problem with EXP components for item creation. In everything that we, as FRP gamers do, I believe we should consider, to some degree or another, two elements: the story and the game. EXP is balanced in terms of the game. It ensures that people must expend energy to gain energy. Nothing lost, nothing gained, as the old adage goes. However, consider the story.

The smith looked down at his forge, the molten steel cooling below him. As he looked down at the blade, he could tell that it had been filled with his very soul, that he had perhaps lost something to it. He knew for a fact that he would never create a blade of such power again.

[Here lies the first of the unrealistic measures, though taken to an extreme, of item creation bound to EXP components. A weapon smith who would create a blade so powerful that he would, in fact, set down his hammer because there would be no point in continuing. From a realistic standpoint, impossible. However, from a storytelling aspect, perfectly acceptable. But if we continue the exercise further, it becomes ever more unrealistic.]

Despite the fact that he had spent the last 10 years creating a weapon using mostly upper-body strength, the blacksmith was, in fact, weaker physically than he had began. He had become less talented at everything he had once known how to do, not only including blacksmithing itself, but also in his abilities to speak with others (diplomacy), appraise the value of items, and concentrate for long periods of time on any one thing. He could no longer survive in any tavern brawl, and though he had once single-handedly slain a dragon, he was now unable to handle a small band of kobolds.

[End ridiculous story] Important note, which Green Slime points out late in this topic. Casters cannot lose levels, stats, etc due to item creation. This is my fault; this first paragraph is pure hyperbole based on the concept of experience loss. I'm only leaving it here because I'm not going to brush it under the carpet like it never existed. But yes, it was a mistake.

My question, then, is what other approaches people have taken to remove this aspect of the game without hurting game balance.

1. A system in which every level one gains gives a certain amount of crafting points to be spent. However, this gives power to classes more likely to pick up item creation feats without giving them any discernible weaknesses.

2. Significantly reducing the amount of exp cost, but assigning a point cost to all magic items and putting a limit on the number of magic items that one can wear. The pros of this system are that it accurately explains why the elves at Rivendell didn't trick out Frodo, because (wearing not only the one ring of power, but also Sting and the mithril suit, he had already hit his cap. The downside is deciding whether certain classes are more capable of this than others, and balancing the limit against various level caps. At some point in the higher levels, one would either have to stop the progression entirely (barring feats), or the limit would become so high that it would no longer be a restriction. This last scenario is perhaps more troubling than it seems, since a large amount of item creation will most likely be performed at higher levels.

3. Allowing EXP or crafting points to be supplemented by, or require all together, rare components which enables the process. Pros: balanced by gameplay, interesting story possibilities. Cons: presents a situation where a DM may have to put his story on hold for side quests (finding starmetal, anyone?), integrate them into the story (which leads to the question of “who gets the next item buff”), or simply not make creation possible at all, due to a pure lack of resources and the necessity to finish the story.

The only option which seems to consistently work is one where a DM disallows items creation all together, works with his players' needs, and presents items that will fill those needs. This can be enhanced by games where the party is split up, because it can allow for the items to find the characters, not the other way around. This only works, however, with strong communicative skills outside of the normal gaming session, and player agreement that any items found will go to the player for whom they were created. While it seems by far the best option, it removes an option from the players completely, which is something that I, as a DM, have always found to backfire on me in the end.

Any thoughts or suggestions? Have you found a better method and/or built a better mousetrap? I would love to hear about anything that you all have done.
 
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Except...

Item crafters do not lose levels for creating items. Ever.

So they can't possibly lose Stat bonuses, or anything else, except gold and a few miserly XP.
 

I'm sorry, you're right. I was trying to use hyperbole to make my point and stepped beyond the level restriction to make that point. I should have stayed within the rules; it would have made a stronger argument.

However, miserly might be a bit strong. For the items that upper end casters end up making, both for themselves and their parties, they do often end up significantly behind other party members (1 or 2 levels, which can hurt casters' capabilities considerably). This often, in my experience, leads to casters who won't even make magical items because of that miserly aspect of D&D.

I hope we can move past my mistake and move on to any ways in which people have dealt with this aspect of their game.
 

One house rule that I've adopted is that the magician can take some xp willingly donated. When the wizard enchants the magic sword for the fighter, the fighter usually donates half of the xp and all of the gold.
 

Players in my game are all too ready to create items. Albiet, we haven't gone beyond 13th level yet. All are at various levels, mostly due to character deaths (and bringing in replacement PC's at a lower level), level drains and the like.

The one thing I did change was the way the feats were organised: IMO, far too many feats were required to create various similar items.

So my campaigns have the following feats instead:

Create Single Use Item: (replaces Brew Potion, Scribe Scroll, and similar feats. You still have to be third level to brew a potion)
Craft Arms and Armour: unchanged.
Craft Staff and Wand (You still must be at least 12th level to actually create a staff)

Craft Minor Mystical Items (Items up to a value of 7,499 gp) (Includes rods, rings, miscellaneous items, capacitators, portals, construct and all the other silly specific feats created)
Craft Moderate Mystical Items (Items up to a value of 27,999 gp)
Craft Major Mystical Items (Items up to a value of 199,999 gp)
Craft Epic Mystical Items

Obviously, Craft Minor Mystical Items is a requirement for Moderate Items, and so forth.
You still need to meet the other requirements: must be 12th level to create a ring, for instance.

I just considered that no one wants to spend an entire feat on Forge Ring: rings are too expensive, and you can't use that many of them for the feat to be worthwhile in the long run. I like to see characters getting a modicum of use for their feats.
 

I changed the name to "Mystical" to include even psionic creation feats.

I thought it too expensive for a multiclassed arcane-psychic or divine-psychic to spend more feats to achieve basically the same thing.
 

Speaking as a PC, I often take Craft Wondrous Item or Craft Potion as a feat.

Potions are great items, versatile, flexible, usable by anyone, and generally cheap enough that the exp hit isn't a disaster.

My biggest wondrous item crafter was a druid, oddly enough. I used the crafting ability to create custom items that specifically fit her exact needs. This was especially powerful in conjunction with wildshape. For example, instead of making, say, a ring of invisibility or an item that boosted strength (which would stop working in animal form), she made an item that cast Bull's Strength ON her...the effect of which kept working into her wildshape. Same with invisibility...she didn't have the cash for an item that cast Invis at will, but for her purposes, an item that cast invis 3/day was plenty sufficient, since she only went invis (usually) to get some concealment while casting long-cast summons.

Crafting magic items, especially permanant use ones, is a pretty powerful ability. To custom create things that are specific to your exact needs can lead to a character who has very few exploitable flaws...and some devastatingly powerful combos. It can allow characters access to effects they normally wouldn't get (like invisibility for a druid) that synergize exceptionally well with their other abilities.

To address your story concern, consider creating an NPC class along the lines of an Eberron-esque Magewright. They have a spell list and caster levels, but can't actually cast spells. All they can do is make items. If the exp loss bugged you, you could give your 'magewrights' access to crafting reserve, similar to the Eberron Artificer class.

I think making magic items cost exp is one way the core rules intentionally keep magic item crafting AWAY from NPC's. It stops canny players from getting Leadership, and making their 5th and 6th level plus followers go to work in the Magic Item Assembly Line. :)
 

Kisanji Arael said:
However, miserly might be a bit strong. For the items that upper end casters end up making, both for themselves and their parties, they do often end up significantly behind other party members (1 or 2 levels, which can hurt casters' capabilities considerably). This often, in my experience, leads to casters who won't even make magical items because of that miserly aspect of D&D.

Are you awarding XP using the method in the DMG 3.5 which calculates XP awards based on individual character level instead of the average level of the party? If you do, characters at lower levels catch up to those at higher levels.
 
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In game, the XP cost is unimportant.

At low levels, the GP cost is the limit, at high levels time is the main limit (with GP for the realy huge items).

It's only a problem for crafters who give the items away to the other PCs at half price with no compensation for the XP.

Geoff.
 

Geoff Watson said:
It's only a problem for crafters who give the items away to the other PCs at half price with no compensation for the XP.

I disagree: the items are still being used to assist the mage in his goals, and the mage, having lost XP in the creation process and thus being of lower level, gains more XP from each encounter.
 

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