Jon Tweet - Magic Item Creation

Flavor-wise, having spellcasters sacrifice "life essence" to create magic items makes all the sense in the world, particularly in the case of non-expendable items: How else does a ring or sword generate a constant supply of magical energy than by incorporating some of whatever spellcasters use to generate magical energy? Trouble is, I can't really see XP as representing life essence. XP represents experience. Sacrificing life essence might be better modeled by a loss of Constitution, Charisma, hit points, or spell slots (none of which sound like very good options, balance-wise).

Anyway, I've always preferred the "levin" rules from Green Ronin's Advanced Gamemaster's Guide: In order to create magic items, you need to find magic raw materials. No penalty to character advancement rates, and the DM controls the rate at which the party can obtain such materials.
 

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Raven Crowking said:
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).

Hmm. I think the game should be fun to play for people who are just getting into it.

IMHO.
 

Slife said:
Actually, there are several ways that you can get the fighter to contribute his share of XP.
Not in the DMG there aren't. No one should have to buy a supplement or go rooting around online to find a system that stops one of the players from getting screwed because he stupidly wants the group as a whole to succeed.
 

Hopefully we'll see the craft point idea in 4E; I despise spending even the piddly amount of XP to craft an item. Having a mage sacrifice life essence is a fine idea, one that is seen a great, great deal in literature (even Tolkien uses this, as Sauron 'put a great deal of himself' into crafting the One Ring). XP isn't that, though. If you want them to sacrifice some life essence, have them sacrifice a point of CON when they make an item over 1000 gp in cost or something. You want limits? That'll set up some limits.
 


I don't mind it, with the added caveat that there be other ways to pay the experience cost.

This allows for you to take your time and get the item you want, or if you're just lazy, you can just sacrifice your own life force to make it work.
 

LostSoul said:
Hmm. I think the game should be fun to play for people who are just getting into it.

IMHO.

I don't see these as mutually exclusive goals.

You might play softball for fun; this doesn't prevent you from striving to become better at it. Every softball player I know wants to hit more, catch more, and win more.

YMMV.

(We have to do a pint again sometime.)

RC
 

GreatLemur said:
Anyway, I've always preferred the "levin" rules from Green Ronin's Advanced Gamemaster's Guide: In order to create magic items, you need to find magic raw materials. No penalty to character advancement rates, and the DM controls the rate at which the party can obtain such materials.


Me too, but I don't view it as an either/or. There are several ways to fuel the cost.


RC
 

Raven Crowking said:
I don't see these as mutually exclusive goals.

You might play softball for fun; this doesn't prevent you from striving to become better at it. Every softball player I know wants to hit more, catch more, and win more.

YMMV.

I guess there are a couple of questions here. How difficult is balancing different power levels in the game? Is it an advanced technique - or will it come up in play for a newbie?

If it's a difficult thing to do but comes up often for newbies, then it's something like having a guy who's never played softball before going up against a killer pitcher and striking out every time. You might lose patience with the game.

Magic items drawing from XP probably isn't a big deal and probably doesn't come up for new players that much (you have to play for a while before it starts becoming an issue).

Anyways. My point is that you shouldn't have to be/have a good DM to have fun playing! It should be something that enhances the experience but isn't necessary.

Raven Crowking said:
(We have to do a pint again sometime.)

We should!
 

Just had a thought re: low-magic games.

Wizards are overpowered. Reducing their power through XP while increasing a Fighter's power through magic items: win-win.

You'd need to make sure that encounters require not just spell power but also mundane/Figther power, so the Wizard has an incentive to invest in magic item creation for other PCs. An advanced DM technique. ;)
 

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