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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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General Tabletop Discussion
*TTRPGs General
Limiting magic item creation without XP.
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2252152" data-attributes="member: 12332"><p>I did something similar-but-different for my current setting (a low-magic yet integral-magic setting) by removing the spell components from items, leaving only XP, time, and sympathetic sensibilities. They needed something that made SENSE as a component before they could build something ... they needed a "Craft Magic" feat ... and they needed time and ranks in a proper Craft. The guy with Craft (Clothing) could make magical shirts and gloves and cloaks, but nothing else without taking another feat. etc.</p><p></p><p>I say that if you have enough of a story component to it, then you might not need a mechanical component at all. If real magic is so inhuman, perhaps it isn't weilded by humans at all. Or if it is so ephemeral and specialized, perhaps a specific Craft (Alchemy) check and an Action Point is all you need to brew up a batch of Lucky Potion. Eye of Newt, Toe of Frog, a little mumbo jumbo and BOOM.</p><p></p><p>The XP rules in D&D are there because of how magic functions in D&D. It's common, but needs a controlling mechanism. It's mundane, yet needs something as a limiter that hits the PCs where it counts. If your magic doesn't function in the same role as magic in D&D, then the D&D rules don't really apply. </p><p></p><p>Think about what these items will be worth to the party, and where. Will they be useful mostly outside of combat, in specific story-related ways? Then I'd say they should have more story-components and some skill stuff tied to them ... Research to disover methodology, Knowledge (Arcana) to make sense of it, Craft (______) to produce it ... </p><p></p><p>If they'll have some sort of in-combat manifestation ... is it worth, say, a feat? Is it on par with the value they'd get from taking a feat? Do you want to make it risky? Perhaps each magical item they make gives them a negative level for a week, a "month and a day", or something of that sort. I had my crafting rules leave the caster Fatigued for a certain number of days, giving them a noticable in-combat penalty for the pleasure of having made the items. Perhaps crafting an item leaves the crafter Fatigued for a week or two, letting him feel the burn for a while but not really leaving any horrible lasting effects.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2252152, member: 12332"] I did something similar-but-different for my current setting (a low-magic yet integral-magic setting) by removing the spell components from items, leaving only XP, time, and sympathetic sensibilities. They needed something that made SENSE as a component before they could build something ... they needed a "Craft Magic" feat ... and they needed time and ranks in a proper Craft. The guy with Craft (Clothing) could make magical shirts and gloves and cloaks, but nothing else without taking another feat. etc. I say that if you have enough of a story component to it, then you might not need a mechanical component at all. If real magic is so inhuman, perhaps it isn't weilded by humans at all. Or if it is so ephemeral and specialized, perhaps a specific Craft (Alchemy) check and an Action Point is all you need to brew up a batch of Lucky Potion. Eye of Newt, Toe of Frog, a little mumbo jumbo and BOOM. The XP rules in D&D are there because of how magic functions in D&D. It's common, but needs a controlling mechanism. It's mundane, yet needs something as a limiter that hits the PCs where it counts. If your magic doesn't function in the same role as magic in D&D, then the D&D rules don't really apply. Think about what these items will be worth to the party, and where. Will they be useful mostly outside of combat, in specific story-related ways? Then I'd say they should have more story-components and some skill stuff tied to them ... Research to disover methodology, Knowledge (Arcana) to make sense of it, Craft (______) to produce it ... If they'll have some sort of in-combat manifestation ... is it worth, say, a feat? Is it on par with the value they'd get from taking a feat? Do you want to make it risky? Perhaps each magical item they make gives them a negative level for a week, a "month and a day", or something of that sort. I had my crafting rules leave the caster Fatigued for a certain number of days, giving them a noticable in-combat penalty for the pleasure of having made the items. Perhaps crafting an item leaves the crafter Fatigued for a week or two, letting him feel the burn for a while but not really leaving any horrible lasting effects. --fje [/QUOTE]
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