Jon Tweet - Magic Item Creation

thorian said:
I don't understand why spending XP on magic item creation is a bad idea. To me, it represents the crafter having to pour in part of his essense to make the item. Magic item creation is a difficult process whereby the crafter must "donate" some of his personal power to make the item.

That works fine from a story/flavor perspective. But it goes against mechanical game balance among PCs.

They did a fairly good job of making characters roughly equal with balancing classes, suggested level wealth, and ECL. Having one pc give up xp and lag in level advancement throws off that balance.

When he does it for himself you can say he trades level power for gp/item power and could still be roughly balanced similar to an LA race. However if they do this for the group (enchanting the weapons or armor of tank PCs for example) then the balance between PCs is thrown off more as it is just a pure hit for the team.
 

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Whizbang Dustyboots said:
Because in any campaign where they're used, one character, for the good of the group, gets to permanently slow his or her advancement. If the XP was taken from the character benefiting, it would be fair. But that fighter isn't giving up anything more than cash for that +5 vorpal greatsword, while the wizard is permanently weaker because of it.

It's a great idea if one was just, say, writing novels about these characters. At the table, though, it's crap.
Actually, there are several ways that you can get the fighter to contribute his share of XP. F'r example:
http://www.wizards.com/default.asp?x=dnd/we/20060526a
 

It's bad because it means PCs are on different xp totals. Which means you have to keep track of xp and some PCs will level up separately. Much like permanent level drain, or resurrection based level loss, is a bad idea.

Spending action points for magic items is better.
 

Absolutely love the XP cost for magic-item creation, and the goal that Jon Tweet mentioned was (is) a resounding success for us at our table. A fantastic innovation for the game, AFAIC, and it certainly won't be changing for us.
 

Doug McCrae said:
It's bad because it means PCs are on different xp totals. Which means you have to keep track of xp and some PCs will level up separately. Much like permanent level drain, or resurrection based level loss, is a bad idea.

PCs with different XP totals (or levels) are perfectly fine, IMHO. They should pose no real challenge to a good DM.

XP for magic item creation, especially with the potential of power components & other methods to cheat the system are an excellent mechanic.

RC
 

I don't mind it

In my campaigns , time and money, not XP , have always been the limiting factor on magic item creation. And I prefer item creation by PCs to item purchase at the store.

It might be nice if 4E had 'formulas' for item creation that had to be researched or discovered. It's a little odd that a wizard can take a feat and automatically know how to create thousands of magic items right off the bat.

I'd also like more extensive rules for 'downtime' (as in Ars Magica) -- not for the wizard, but so that the other PCs have interesting stuff to do while the wizard is crafting items. It might be nice if adventurers had reasons not to be in the dungeon all the time, so they wouldn't go from level 1 to 20 in the space of a calendar year.

Ken
 


In terms of the XP issue, I never liked that the XP had to come from the creator, we houseruled that others could donate XP to the crafting of an item.

My other main issue of 3e item creation was that you spent the cash, the XP and the game time and ta-da! It's done! I always felt that a Spellcraft check should be required - higher checks needed for higher powered items. Perhaps lower the costs a little to offset the risk of failure some. I think that risk would help keep the number of magic items created in check more than just XP cost.
 

What about a "legacy" idea, in which the fighter/person a magic item is made for can burn XP to get more benefits from it? That solves the other problem I always had, that taking things from dead friends means nothing. Why so many tombs with treasure in them otherwise?
 

LostSoul said:
What about an average DM? ;)

An average DM should be encouraged to become a good DM.

A good DM should be encouraged to become an excellent DM.

Taking tools out of the game does neither (although it might encourage a poor DM to become average).

IMHO, of course.


RC
 

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