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


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


Nope it still take the same amount of time. Plus it explains why there are so many magic item around. Think of it as this way you are a mage. Some one asks you to make a magic item. You have to put some of your life force into it. Thats is a big no. Now if it was thier life force I could see that. The only spells which are the exceptions (in our campaigns) are wishs if you can ever get one. :cool: The other reason for the triple price is to cover the cost of all the components.
 

Some food for thought with some of the suggestions I've seen:

1) Just make it gold. If you do that, wouldn't the items be significantly cheaper than the market price? Even at 5 gp to xp exchange, that's 50% of the price + 20% of the price = only 70% market price. If you make the exchange equal, then doesn't that mean many players would just make all of the stuff they want exactly like they want it, instead of finding it through treasure? Or...is that the "benefit" of getting the feat in this case.

2) Special ingredients. In theory, I like this one a lot. However, how would you implement on a mass scale that could work by the book and not per campaign. People moan and groan about every spell having a material component, but that's exactly what your adding in here, a special ingredient for every magic item. That's a lot of special ingredients.

3) Time. Time is a good one...per campaign. But on a systematic scale is a poor use for item creation, as people's downtime varies greatly campaign to campaign.
 

Not that it's a 'good idea' to take things from video games and apply them to pen and paper in general... but...

I like the way they did it in Neverwinter Nights 2. Basically, to craft magic items, you typically need an expensive gemstone, an elemental essence, the item to enchant, and a spell to cast.

You get the essences by distilling parts from different creatures. The nice thing about this is that you can have more magical-feeling requirements for crafting. (How does a pile of gold and some of my memories make a magic sword?) Also, it doesn't limit the players to flaming=heart of a dragon. It could be ashes from a destroyed fire elemental, a salamander's tail, a hell hound's tooth, etc.

It would be possible to have monster treasure entries include what kinds of essence can be distilled from their remains, and also possible to make those essences part of crafting requirements.

I don't like paying xp for crafting because it puts the crafter behind the rest of the party. If there was xp-cost donation, then maybe party wizards would be more inclined to enchant party tanks' weaponry.
 

Evilusion said:
Nope it still take the same amount of time. Plus it explains why there are so many magic item around.

Why would anybody make a magical item if they could only sell it for a 1/3 of what it cost to make it?
 

Falkus said:
Why would anybody make a magical item if they could only sell it for a 1/3 of what it cost to make it?
To use it?

And he didn't say you couldn't sell it for more of what it's worth.

I use a combination of time restraints, gold and exotic ingredients. XPs aren't a real problem either but I don't care too much about it.

I think XPs are mostly important to keep a big group of players with just one crafter from making too many items in case they have too much money.
 

Falkus said:
Why would anybody make a magical item if they could only sell it for a 1/3 of what it cost to make it?


Opps for got to mention that we just triple the xp cost to equal the cost of gold you need to spend to make it. Granted it not the perfect system, but it works for us. Plus you also have time requirements.
 

Stalker0 said:
2) Special ingredients. In theory, I like this one a lot. However, how would you implement on a mass scale that could work by the book and not per campaign. People moan and groan about every spell having a material component, but that's exactly what your adding in here, a special ingredient for every magic item. That's a lot of special ingredients.

That's not a problem if characters rarely craft items.
 

For those of you lamenting the current system, I urge you to check out the Artificer's Handbook. Yes, I wrote it; no, I never got paid for it, and I don't get royalties for it. I just think it's a great book.

What it has: A variant system called the spell slot system, which requires a number of spell slots to craft an item.
Different feats based on the power level of the item, not the type of the item.
Variant rules for disregarding the XP cost.
Component lists galore - herbs, monster byproducts, gems, even "weird" components like "the winds of change" or "the pride of a beggar".
Rules for socketed items (yes, like in Diablo)
Rules for gestalt sets (yes, also like Diablo) - items which increase in power the more pieces you have.
Armor breakout rules (for use with gestalt set rules)
Item instability rules
Random item history generator
and more!
 


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