fuindordm
Adventurer
The intention may be to prevent magic items from completely disrupting the economy. The market prices of 3E items were often ridiculous in both directions, and I found the 1XP=5GP conversion really distasteful. Still, it made sense that in a world where XP could be converted into something of material worth, XP would become another currency.
On the other hand, it makes much more sense for PCs to be creating magic items using well-defined rules that just leaving it to DM fiat. 1st edition, for example, had *tons* of potions, scrolls, wands, and other more powerful items floating around in the world--yet somehow, the creation of such items was reserved for the most experienced characters. It was really silly that you needed a 7th level wizard and an alchemist to create even the most minor potions, and patently ridiculous that you needed a 7th level wizard to scribe scrolls. When something like a 15th level wizard is needed to make a +1 sword, you have to wonder where the party's equipment could possibly have come from!
If I had my druthers, I'd like to see item creation associated with three costs:
1. time (do the demands of the plot allow it?)
2. exotic components (are you willing to take a side quest, or hire someone to do so?)
3. personal sacrifice (XP is actually a very good choice here, but one could also consider the permanent loss of HP and even ability scores for very powerful items.)
Gold should also be spent, but in much smaller amounts to represent research.
It never bothered me one tiny bit that spellcasters had to put out all the XP themselves. I like the mythological aspect of item creation it encourages... that permanent power has to come from somewhere. An XP cost may not be desirable for one-shot items, so that NPCs can believably provide them to the PCs. For players who want another solution, I would be happy to reveal the existence of special sites or items that allowed other characters to contribute, willingly or unwillingly, with extreme alignment consequences for the latter.
Cheers!
On the other hand, it makes much more sense for PCs to be creating magic items using well-defined rules that just leaving it to DM fiat. 1st edition, for example, had *tons* of potions, scrolls, wands, and other more powerful items floating around in the world--yet somehow, the creation of such items was reserved for the most experienced characters. It was really silly that you needed a 7th level wizard and an alchemist to create even the most minor potions, and patently ridiculous that you needed a 7th level wizard to scribe scrolls. When something like a 15th level wizard is needed to make a +1 sword, you have to wonder where the party's equipment could possibly have come from!
If I had my druthers, I'd like to see item creation associated with three costs:
1. time (do the demands of the plot allow it?)
2. exotic components (are you willing to take a side quest, or hire someone to do so?)
3. personal sacrifice (XP is actually a very good choice here, but one could also consider the permanent loss of HP and even ability scores for very powerful items.)
Gold should also be spent, but in much smaller amounts to represent research.
It never bothered me one tiny bit that spellcasters had to put out all the XP themselves. I like the mythological aspect of item creation it encourages... that permanent power has to come from somewhere. An XP cost may not be desirable for one-shot items, so that NPCs can believably provide them to the PCs. For players who want another solution, I would be happy to reveal the existence of special sites or items that allowed other characters to contribute, willingly or unwillingly, with extreme alignment consequences for the latter.
Cheers!