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<blockquote data-quote="Voneth" data-source="post: 214416" data-attributes="member: 1016"><p>Thanks.</p><p></p><p>Dragonstar has a little change in the Magic creation rules that I like and may dovetail into the great "make magic items more story based" concept.</p><p></p><p>In Dragonstar, when a wizard makes a magical implant (something like a magic tattoo), it is the user -- not the maker -- who pays the xp cost. That makes much more sense to me. </p><p></p><p>In standard DND, a wizard would have to be very loyal to someone to give up his life essence into a sword he could never use. With the Dragonstar rule applied to standard magic items, a wizard would be much more willing to favor a friend or even a minion with an item. Now take this down the road a bit.</p><p></p><p>Such magic items are now more cherished and should have more of a history attached to them, becasue someone commissioned them. This also opens up the idea that to "attune" to a magic item before it can be used, one has to spend xp to activate all or some of its powers. With a "little change" to this little change, one can affect the power level of the game by determining a couple of things. </p><p></p><p>1.) Will the GM as for a full xp cost, or a fraction? In a low magic game, a full xp cost means that the players may want to think hard before commitment to an expensive item. Such items may also have a negative effect as well (mini-artifacts I suppose). A partial cost at half or a tenth makes PC much more willing to make a collection of items.</p><p></p><p>2.) Letting one buy the powers piecemeal vs. the whole package can open up the opportunity for the GM to provide adventures where one has to do uncover the secrets of the item to find out what the powers are in the first place! </p><p></p><p>Boy, this starting to sound as if finding a magic item is a big deal and possible start of new adventures surrounding the magical discovery.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> What a concept <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Voneth, post: 214416, member: 1016"] Thanks. Dragonstar has a little change in the Magic creation rules that I like and may dovetail into the great "make magic items more story based" concept. In Dragonstar, when a wizard makes a magical implant (something like a magic tattoo), it is the user -- not the maker -- who pays the xp cost. That makes much more sense to me. In standard DND, a wizard would have to be very loyal to someone to give up his life essence into a sword he could never use. With the Dragonstar rule applied to standard magic items, a wizard would be much more willing to favor a friend or even a minion with an item. Now take this down the road a bit. Such magic items are now more cherished and should have more of a history attached to them, becasue someone commissioned them. This also opens up the idea that to "attune" to a magic item before it can be used, one has to spend xp to activate all or some of its powers. With a "little change" to this little change, one can affect the power level of the game by determining a couple of things. 1.) Will the GM as for a full xp cost, or a fraction? In a low magic game, a full xp cost means that the players may want to think hard before commitment to an expensive item. Such items may also have a negative effect as well (mini-artifacts I suppose). A partial cost at half or a tenth makes PC much more willing to make a collection of items. 2.) Letting one buy the powers piecemeal vs. the whole package can open up the opportunity for the GM to provide adventures where one has to do uncover the secrets of the item to find out what the powers are in the first place! Boy, this starting to sound as if finding a magic item is a big deal and possible start of new adventures surrounding the magical discovery. :) What a concept :) [/QUOTE]
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