If item creation didn't use Xp, what should it use?

Exotic components.

In fact, I already consider the GP cost to represent certain rare components. Exotic components gathered in the right condition can defray the XP cost as well.

The DMG introduced this idea, but Green Ronin's Advanced GM's Guide expounds on it.
 

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Piratecat said:
I was annoyed enough with XP calculation that I chucked the whole thing. I instituted Action Points, including a system for using them for magic item creation. It seems to work really well for us.

The details, in a thread discussing the idea:

http://www.enworld.org/showthread.php?p=2834823#post2834823

Piratecat beat me to it. I instituted an AP creation cost on magic items; it made the 'cost' of making magic items feel more real to the players.
 


Evilusion said:
In the campaign I play in we also tossed the xp cost. What we did do is just make it cost 3 time the standard gp rate. Simple enough.

Doesn't that sort of remove the whole reason behind making magical items?
 

Stalker0 said:
A lot of people don't like the consume xp for spells or item creation for a number of reasons.

Let's say that WOTC decided to do away with the whole xp thing and find a "better" way. What way would that be?

Besides permanent stat damage, you could greatly increase the crafting time.

That said, I do like the xp cost as opposed to stat damage or increase of the crafting time.

Thanks,
Rich
 

In my games, Time is the biggest constraint on Making Magic Items.

This is especially true at high levels when making an Item could take Months to Years to create.

You can always get more XP, Setting aside 8 months to just sit around & make a Uber-Sword is a bit more difficult.

Here is how I do it:

1. You can use the System as is. This really limits when a Spellcaster can make an Item that takes more than a few weeks to create. And a Crafter tends to spend ALL his downtime doing nothing but churning out items.

2. Power Components: You can research & find compoents that, in essence, are XP Batteries for a certain item. (ie, the Ashes f a Fire Elemetal count as 500 XP for making a Fire Related Item). You can also find Components that reduce the time needed to create an item. From the above example, Ashes of a Fire Elemental reduce Creation time by a third.


Overall, I try to be nice to people that take IC Feats. After all, I, as DM control the Time, GP, and XP players get.
 

In AD&D, it required exotic components, was never completely reliable, and in the case of permanent magic items, I recall it draining Constitution through the permanency spell.
 

FireLance said:
Have it draw on another resource, such as gold. About 5 gp per point of xp looks about right.

5 gp per XP is the going rate in the core books as it is when purchasing items that have an XP cost built in. So, just say that spells tha cost XP actually require a material component that is worth 5 times the XP cost in gold.

Would you drop 1250 gp to cast limited wish?
 

helium3 said:
5 gp per XP is the going rate in the core books as it is when purchasing items that have an XP cost built in. So, just say that spells tha cost XP actually require a material component that is worth 5 times the XP cost in gold.

Would you drop 1250 gp to cast limited wish?


Maybe. That is still cheaper than Forcecage.

My wizard would definately MUCH rather pay gold than XP for Permanency! (It's like item creation which doesn't take up slots that way!)
 


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