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General Tabletop Discussion
*Pathfinder & Starfinder
Item Creation Feat Consolidation Suggestion
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<blockquote data-quote="Spatzimaus" data-source="post: 1420359" data-attributes="member: 3051"><p>Well, first of all I'd change some names.</p><p></p><p>Brew Potion and Scribe Scroll both make one-shot, consumable items.</p><p>Staves and Wands are both many-charged consumable items.</p><p>Rods, Rings, Arms & Armor, and most Wondrous items are unlimited-charge items.</p><p>So, instead of calling it "Brew Potion or Scribe Scroll", it could be named something like Craft Expendable Magic Item, so that there'd ne no need to clarify Tattoos, Power Stones, Infusions, etc.; they'd obviously fall into that group.</p><p>Likewise, you'd have Craft Charged Magic Item, Craft Persistent Magic Item, and Craft Magic Arms & Armor.</p><p></p><p>Frankly, though, IMO if you're going to rework the core system you should build it from the ground up instead of shuffling the existing feats around. Stick everything into a chain of Feats, instead of the current pick-n-choose setup. In one of my campaigns we just do it as:</p><p></p><p>ENCHANT TRINKET: Requires Caster Level 1. You can make items with a value of 1kgp or less. You create items at the rate of 1kgp per day. Only 1-shot consumable magic items are allowed (scrolls, potions, Quaal's tokens, etc.)</p><p>ENCHANT MINOR ITEM: Requires Caster Level 5, Enchant Trinket. The value cap increases to 10kgp, you create at 2kgp/day, and you can now make items with either multiple charges (i.e., wands and staves) OR 1 activation per day. You can also make magical weapons/armors, as long as your caster level is 3 times the market price modifier.</p><p>ENCHANT MODERATE ITEM: Requires Caster Level 10, Enchant Minor Item. The value cap increases to 50 kgp, you create at 3kgp/day, and you can now make X/day items and slotless items in addition to the previous types. You can also make items which boost numerical values directly (the stat-boosting items, Amulets of Natural Armor, Bracers of Armor, anything that boosts a skill, etc), as long as your caster level is 3 times the numerical bonus. For every 10kgp in the item's value, there's a cumulative 1% chance it is intelligent, although this cannot bestow abilities which would raise its cost above the value cap.</p><p>ENCHANT MAJOR ITEM: Requires Caster Level 15, Enchant Moderate Item. The value cap increases to 200kgp, you create at 4kgp/day, and you can make unlimited-use items (those which produce the effect of a spell either at will or on use, or those with no duration like goggles of darkvision). When checking to see if a created item is intelligent, you can choose to increase or decrease the chances by up to 10%.</p><p></p><p>And then there's Enchant Minor Artifact (21), Enchant Moderate Artifact (35), and Enchant Major Artifact (50), but you don't need to get into those yet.</p><p></p><p>Anyway, it makes it really easy for the DM. No more worrying about whether someone "wasted" a Feat on Craft Wand, no players trying to make a Wondrous Item that exactly duplicates a ring, etc. There's a bit more to it, but that's the basics.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1420359, member: 3051"] Well, first of all I'd change some names. Brew Potion and Scribe Scroll both make one-shot, consumable items. Staves and Wands are both many-charged consumable items. Rods, Rings, Arms & Armor, and most Wondrous items are unlimited-charge items. So, instead of calling it "Brew Potion or Scribe Scroll", it could be named something like Craft Expendable Magic Item, so that there'd ne no need to clarify Tattoos, Power Stones, Infusions, etc.; they'd obviously fall into that group. Likewise, you'd have Craft Charged Magic Item, Craft Persistent Magic Item, and Craft Magic Arms & Armor. Frankly, though, IMO if you're going to rework the core system you should build it from the ground up instead of shuffling the existing feats around. Stick everything into a chain of Feats, instead of the current pick-n-choose setup. In one of my campaigns we just do it as: ENCHANT TRINKET: Requires Caster Level 1. You can make items with a value of 1kgp or less. You create items at the rate of 1kgp per day. Only 1-shot consumable magic items are allowed (scrolls, potions, Quaal's tokens, etc.) ENCHANT MINOR ITEM: Requires Caster Level 5, Enchant Trinket. The value cap increases to 10kgp, you create at 2kgp/day, and you can now make items with either multiple charges (i.e., wands and staves) OR 1 activation per day. You can also make magical weapons/armors, as long as your caster level is 3 times the market price modifier. ENCHANT MODERATE ITEM: Requires Caster Level 10, Enchant Minor Item. The value cap increases to 50 kgp, you create at 3kgp/day, and you can now make X/day items and slotless items in addition to the previous types. You can also make items which boost numerical values directly (the stat-boosting items, Amulets of Natural Armor, Bracers of Armor, anything that boosts a skill, etc), as long as your caster level is 3 times the numerical bonus. For every 10kgp in the item's value, there's a cumulative 1% chance it is intelligent, although this cannot bestow abilities which would raise its cost above the value cap. ENCHANT MAJOR ITEM: Requires Caster Level 15, Enchant Moderate Item. The value cap increases to 200kgp, you create at 4kgp/day, and you can make unlimited-use items (those which produce the effect of a spell either at will or on use, or those with no duration like goggles of darkvision). When checking to see if a created item is intelligent, you can choose to increase or decrease the chances by up to 10%. And then there's Enchant Minor Artifact (21), Enchant Moderate Artifact (35), and Enchant Major Artifact (50), but you don't need to get into those yet. Anyway, it makes it really easy for the DM. No more worrying about whether someone "wasted" a Feat on Craft Wand, no players trying to make a Wondrous Item that exactly duplicates a ring, etc. There's a bit more to it, but that's the basics. [/QUOTE]
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