Loosing XP in item making

I was initially against the idea of XP cost, and for a long time only grudgingly went along with it. However, it is a mechanic that does help explain why spellcasters aren't popping magic items out their wazoo willy-nilly. At the same time, I can see where someone might question why it should always cost something. hey, if you like just exempt scrolls and potions from the XP cost and let time be more of an inhibiting factor. An additional option is to let someone else 'pay' the XP cost---if the fighter wants the wizard to make him a sword, he can be there to help out and 'pay his share' of the cost. So, leave the base mechanic in there but add some options.


And as for item creation feats in general, I'd really rather that they be abolished and instead allow spellcasters to put skill points into Craft [Magic Arms & Armor] and whatnot.
 

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I see the xp cost as a way to keep player’s in tjek otherwise player’s would properly open a magic shop lets be fair a player making a magic item should at lest be able to get 2/3 market price if he has a bard friend who helps with the negotiation full market price if not more that’s a profit at a least 50%. Net result a world swimming in magic items and player’s equipped with the best of the best.
And it makes it a small sacrifice for the player to make thous ting and you can as a gamemaste if the mage wont to make a magic shop and earn some money that way accept it because you know how important caster lvl’s are for a mage
 

Anditch said:
I think that loosing XP to make magical items is a crap idea.Why should u loose your memories of an adventurer to make say a wand or whatever.Isnt Experience the knowlendge of what you have done. If i went to make a table i wonder forget how to make a chair now would I. Can anyone flesh this one out pls


Well then this book THE ARTIFICER"S HANDBOOK due out in June/July will help you alot!
 
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While I can appreciate the well-developed views of Sigil, I'm not in complete agreement. ;)

Much of the numbers he uses in his post are entirely fabricated. There is no way of determining whether or not the XP a wizard "invests" in Item Creation will create a 1%, 5%, or 50% increase in XP earned from that point on. While it sounds good in theory, it's impossible to quantify in practice and therefore loses much of its punch in my view.

I don't agree with the notion of Item Creation requiring XP. A broad sentiment on the thread seems to be that magic items crafted by PCs should have some cost associated with them. Otherwise, both the party and the campaign world would be awash in magic items. I think that there are already enough costs built into item creation:

1) It does cost a feat to be able to craft an item. I'll admit that wizards do get bonus feats and so this cost is somewhat lessened.
2) The items do cost gold. Apparently the costs of item production are approximately half of what the DMG list cost of the item is, which I didn't know and thank Sigil for pointing out. Regardless of gp cost, however, is the fact that it *does* cost gp to create an item. A DM can easily control the flow of magic items into his game by controlling the amount of treasure. There's no need to create a double penalty (gp *and* xp) for item crafters. If the DM feels that the gp costs are too low (not a view I support), then he/she could raise those costs. I'd wager that most players would gladly take an increase in the gp cost of crafting items if it meant they didn't have to spend xp.
 

I let 'casters not expend the XP to make an item if they want to invest full price instead.

Thus, if they want to scribe a scroll of Fireball cast at 6th level, they can either pay 225 gp and 18 XP or they can spend 450 gp. Those who use the base rules can save a little money, those who feel spending XP doesn't make sense don't have to, but they are fiscally more restricted than their companions.


Greg
 

Moulin Rogue said:
Did the Artificer's Handbook ever come out (it does say "available now" but no reviews)... it offers a different system and this thread reminded me I was kinda curious about it...

It should be in stores this month. It's at the printers even as we speak. I saw what went to the printers. People are gonna love this book.

Not to toot my own home, but if you are of the camp that believes that spending XP for item creation is dumb, then this book is ABSOLUTELY for you. In fact, one of the playertesters commented "D*mn, this guy really hates the XP cost for magic items, doesn't he?"

Artificer's Handbook has 5 (count 'em, FIVE) different ways to balance out magic item creation that aren't the straight XP cost system.

Options, lots of options.
 

I'm switching to a hero point system and will be using those for item creation, like I use Force Points for mastercraft items in Star Wars.
 

I like the fact magic item creation has an XP cost attached. Mechanicaly I think item creation is very powerful and there needs to be a cost associated with it beyond spending the feat. I also like the idea of mages expending some of their own personal power into a magic item when they create it.

If you want to remove the XP cost however I would recomend upping the gold cost to create an item from 1/2 to maybe 3/4 of the retail cost.
 

*shrug* I always saw the Exp cost as the caster expending personal energy to anchor to magic to the item. And that if you trained further in the crafting of particular types of items (ie, you get the Magical Artisan feat) you learn how to anchor the spells with less expenditure of your own energy. Also, if you get power components for whatever you're making (assuming you're using those rules) ... like say a bone from a fire drake for a wand of fireballs for instance, you can anchor the spells with less use of personal energy.

And items that are expendable are easier to anchor, because you don't need to 'hold the magic in' as firmly. It's going to burn itself out eventually anyway.


I likes the exp cost. *nod*

I likes it more than just using money.
 

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