MarauderX said:I agree with the thought line of losing XP that is kinda a drawback for any PC that wants to create items. I can't take away what the PC has earned through blood, sweat, etc. just to make a magic toy for themselves or some other PC. I think the players adventure enough to gain the XP they lose, but eventually the casters end up behind others as they all advance in levels, which no player wants to do. I don't have tons of magic in my campaigns and I want to encourage the players to do whatever they want when not heavily involved in an adventure, and having them handicap themselves by not making items just to save some XP can really turn a campaign around.
Biggest problem i see is that the spellcaster doesn't get anything for the XP. That is, if she finds a wand of fireballs, or crafts it, it's the same thing. Now, if, by default, the XP tied it to the creator, so that it was less effective, or ineffective, in another's hands, that might make up for it. In short, D&D is very concerned about balance, and i think it's unbalancing to charge the character XP for something that they can then lose. XP is the real measure of character effectiveness, and so a caster who makes a magic item, then loses it, is underpowered. Perhaps if you instituted rules more like Hero, where an item paid for with XP was part of the character, and could only be taken away for a short while (on a metagame level)?
Anyway, i understand the idea of limiting item creation with XP costs (just like certain spells), but i think it's a suboptimal solution. I'd say that the item creation feats are a good start, and that time and cost (materials) is sufficient. Maybe give special benefits if you spend XP (as above, or others), or cut time and/or cost, but i don't think it should be necessary, or the default mechanism.