Limiting magic item creation without XP.


log in or register to remove this ad

I have let players spend four times the cost to create in place of them expending xp. They can also go find some rare item that alows them get rid of the experience cost. You could also increase the time it takes to make the item instead of using xp. Say you spend ten to twenty times the normal time it takes to create it, then it might lessen or eliminate the xp cost.

I let them go out adventuring while they create magic items to, it will just take forever to create higher price stuff because they can only focus on one task at once.
 


COURSE it does. It also boils down to how you view a campaign world. I mean the difference between Eberron and FR might not be READILY evident but they are there.
 

Nightfall said:
COURSE it does. It also boils down to how you view a campaign world. I mean the difference between Eberron and FR might not be READILY evident but they are there.

:lol:

(I take it you were trying to be funny...)
 


I use the system as written, though I allow all players to put XP into the creation (as per a magic item in one of Monte Cook's Book of Eldritch Might tomes).

The biggest problem is that they can't create magic items and adventure at the same time, which lowers the fun scale. However, at higher levels they should have enough excess wealth to take it easy for long stretches of time and only go out when major turmoil hits the lands. And if major turmoil hits in the middle of making some very expensive item--they can play a henchman or lose the XP and GP. I wouldn't recommend doing this very often or you shall be skewered, but once in a great while it can be fun.
 

Also hating the XP cost for anything, here is my homebrew method:

http://www.enworld.org/showpost.php?p=1336742&postcount=4

Using this works well for a 'low-magic' setting, where casters haven't been prolific in changing the world around them since they are few and far between. It works well if you also don't assume that everyone with a spell list has the necessary feats or cash to create an item. And the cost method is for the PCs creating the item; should the group want to commission something they pay double.
 

Don't change the rules.
Lower the amount of gp you hand out. Or drain them of the gp at a higher rate through taxes, training, corrupt officials, and such.

Less money = less crafted items.
And the items they do craft will either fill out a small missing spot in their arsenal, or cost the entire group their entire hoard.
 

I don't have a problem with people having magic items. In fact, I'm almost willing to let them create one-shot items for almost no cost (certainly no XP cost), because most such items won't ruin the campaign. I'm just looking for alternatives to XP costs for when they want to make something significant.
 

Remove ads

Top