Item creation with no gold cost

wocky

Masterwork Jabberwock
I'm thinking of doing a Shaman class which would be focused around using "magic" mushrooms and "magic" weeds, which other characters could later use for a variety of magical effects. You could think of these preparations like something between potions and alchemical items.

The problem is, I don't think it's right for the Shaman to spend gold to make this preparations... he would ideally pick whatever he needs in the wilderness (unless he has no access to the right ingredients, in which case he could buy through mail order :) ). Still, I understand that the monetary cost of magic items is a great game-balancing force. Any ideas on how I could solve this problem?

Are there any problems with having item creation with XP-only cost?
 

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One could increase the XP cost to reflect the lack of a price, but I think I'd go more with a power component type thing. Instead of the power component reducing the XP cost, it would take the gold piece value.
 

By "Power Component" I gather you mean something like "A very special mushroom". The problem I see with this type of thing, is that it might be disruptive, as this seach for the component may not fit everyone's campaing (or everyone's idea of a good time).

It's a very good idea, but the Shaman would probably end up buying the Power Component 75% of the time.
 

You know the gp cost for a common item might end up being the time to sort through to find just the right mushroom that has the exact qualities wanted in the potion. The rest of the mushrooms are still good... but just not the exact fit.

Options being
Pay gold - for someone else to find the exact one.
Spend lots of time - searching for the perfect fit.
Spent time - going out and hunting for the exact location you know grows just what you need.
Spend more xp - Using your experience, you are able to find the item you need quicker.

This leaves the balance more up to your own campaign.
 
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In general (not necessarily in practice), the GP requirement for item creation is a reflection of the total value of the creation cost. Not necessarily the amount of money you have to spend.

Let's put it in real world terms. Say, I wanted to make a +1 sword. It will cost $1,000 to do so. There isn't a "magic item taxation bureau" that I send my money to, and they send me back a +1 sword. No, that's the approximate amount of money I will need to spend in order to acquire the components necessary for the construction. This money is in addition to the 150gp I spent to make my sword Masterwork, and the money for the base sword itself.

So, It will cost $1,000 for the magic portion. I can either go to Wal-Mart and *buy* all the things necessary, or I could just steal them. Maybe they are sold on Ebay, in which case I could get them cheaper, but the quality might not be as good, and it will certainly take more time. I won't have them in hand tomorrow, so if I'm in a hurry, I'll have to spend the full amount at Wal-Mart.

Or, I could just have my lackeys go out and acquire all this stuff from the source, but that will take time, too.

So, I guess what I'm trying to say is, just apply some common sense logic to this. There are a number of ways to get around the gold cost. But, remember that the gold cost is a reflection of the *value* of the components that are required. The actual gold coins themselves are not required.
 

Replace Gold with a skill check modeled along the lines of Moderns Wealth system - the roll represents the time taken and skill required in harbvesting the right mushroom at the right time and preparing it in the right way...
 

XP is much more a limiting factor in item creation than gold.

I think that by doubling the XP cost, it would be quite balanced. And PC's wouldn't have to wait until they find a sufficient amount of treasure before making an item.
 

Thanks for all the responses.

I'm aware of what the gp cost represents, however I'm not sure many DMs would be willing to trade the cost for "a bit of adventuring" in which components are found at a cheaper or no cost. Probably for a big item, but certainly not every time you want to craft a Cure Light Wounds potion, for example.

I'll probably be listing a gp cost (since components may be available in markets anyway), alongside the DCs for relevant checks which would lower or negate the gp cost (perhaps replacing it with xp cost??)... plus, one or two "power" ingredients for the most espectacular effects.
 
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You might want to take a look at the 'farming your own materials' section of 'Create Infusion' in 'Masters of the Wild'.

I think it's what you're looking for.
 

Pyrex said:
You might want to take a look at the 'farming your own materials' section of 'Create Infusion' in 'Masters of the Wild'.

I think it's what you're looking for.

GREAT Tip!
Thanks a lot... it falls well within what I was looking for... if only the splatbooks were OGC! :p
 

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