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Low Magic: Craft Magic
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1967159" data-attributes="member: 12332"><p>Thanks for the replies thus far. To address some of the comments:</p><p></p><p>WULF: I agree. I'm thinking on it. At first I wanted to say: "But that takes too much time." But, I think you're right. I just ported it from BnC and started playing with it ... found it too fast and moved it to one grade slower. Should have thought about scrapping it entirely. Because there's no multiple, however, it will take quite a bit longer ... we're going to adjust that below.</p><p></p><p>I suppose tying Ranks and Max Bonus directly to one another would make more sense than multiple craft item feats. I guess I'm a little too quick on the squelch, but this was an idea I had kicking around that always seemed TOO good because it isn't tied to pre-existing magical aptitude. There's no required spell ranks, no required spellcaster level. A dwarven Fighter who had been pumping extra ranks into Craft: Leatherworking could, perhaps, take this feat and whip himself up some Gauntlets of Ogre Power in a few ... months without any additional feats/abilities. But I suppose I did a decent job of making TIME a limiting factor. Who has 6 months to wait for their Gauntlets of Ogre Power?</p><p></p><p>Even squelched up to high heaven one of the players was interested in taking a feat in the chain. I'll make it the single feat and we'll try out the new rules on Sunday. He wants to make himself a Robe of Use Magic +5 and, eventually, craft 50 minor items of Profession: Sailor +1 for the entire crew of the ship, as a badge of honor for the stalwart crew of their (not quite yet) legendary airship.</p><p></p><p>TURANIL: I'm not removing the XP cost of items at all. It still remains. What I'm removing is the SPELLCASTING component to making items. A Magi-crafter doesn't need to know any spells ... in a campaign without any other sort of magic, all magic would come from items and would exist (thus-far) in the form of Skill, Stat, and AC bonuses granted by items. Not only does the XP cost still exist, the more XP the item costs the longer it takes to craft it. Like Wulf already did, I assume, it encourages more small items of Skill enhancemnt while discouraging Wand of Magic Missiles. (Right now, wands of any sort would be non-existant, as I haven't made a feat to cover them.)</p><p></p><p>DMH: I'll look into the Enchiridion of Etc etc. Haven't yet heard of it, but I'm usually outside of the D&D-based d20 3rd-party pubs. </p><p></p><p>EDIT: After consulting with my player, we think that Magi-Crafting would then be too SLOW. Crafting anything more than a +5 skill enhancement item would take even a master crafter many months. A Mantle of Spell Resistance (13) would take a Tailor with +20 Tailoring something like 12 months, on average, to finish. There's nothing saying that Craft Magic Points have to be on a 1/1 basis with XP. We're thinking Craft Points should be equal to 1/3 XP needed to complete the item? Allowing that master tailor to complete his robe in 4 months and he'll be Fatigued for 15 days. Still a large amount of time, but considerably less than a year of dedicated labor. I want time to be a limiter, but not so eggregious that no-one can consider crafting ANYTHING. A problem with mapping XP to time, I suppose. It's assumed that at higher levels, casters have the XP to burn ... but never the time.</p><p></p><p>Will be editing the first post to reflect my changes.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1967159, member: 12332"] Thanks for the replies thus far. To address some of the comments: WULF: I agree. I'm thinking on it. At first I wanted to say: "But that takes too much time." But, I think you're right. I just ported it from BnC and started playing with it ... found it too fast and moved it to one grade slower. Should have thought about scrapping it entirely. Because there's no multiple, however, it will take quite a bit longer ... we're going to adjust that below. I suppose tying Ranks and Max Bonus directly to one another would make more sense than multiple craft item feats. I guess I'm a little too quick on the squelch, but this was an idea I had kicking around that always seemed TOO good because it isn't tied to pre-existing magical aptitude. There's no required spell ranks, no required spellcaster level. A dwarven Fighter who had been pumping extra ranks into Craft: Leatherworking could, perhaps, take this feat and whip himself up some Gauntlets of Ogre Power in a few ... months without any additional feats/abilities. But I suppose I did a decent job of making TIME a limiting factor. Who has 6 months to wait for their Gauntlets of Ogre Power? Even squelched up to high heaven one of the players was interested in taking a feat in the chain. I'll make it the single feat and we'll try out the new rules on Sunday. He wants to make himself a Robe of Use Magic +5 and, eventually, craft 50 minor items of Profession: Sailor +1 for the entire crew of the ship, as a badge of honor for the stalwart crew of their (not quite yet) legendary airship. TURANIL: I'm not removing the XP cost of items at all. It still remains. What I'm removing is the SPELLCASTING component to making items. A Magi-crafter doesn't need to know any spells ... in a campaign without any other sort of magic, all magic would come from items and would exist (thus-far) in the form of Skill, Stat, and AC bonuses granted by items. Not only does the XP cost still exist, the more XP the item costs the longer it takes to craft it. Like Wulf already did, I assume, it encourages more small items of Skill enhancemnt while discouraging Wand of Magic Missiles. (Right now, wands of any sort would be non-existant, as I haven't made a feat to cover them.) DMH: I'll look into the Enchiridion of Etc etc. Haven't yet heard of it, but I'm usually outside of the D&D-based d20 3rd-party pubs. EDIT: After consulting with my player, we think that Magi-Crafting would then be too SLOW. Crafting anything more than a +5 skill enhancement item would take even a master crafter many months. A Mantle of Spell Resistance (13) would take a Tailor with +20 Tailoring something like 12 months, on average, to finish. There's nothing saying that Craft Magic Points have to be on a 1/1 basis with XP. We're thinking Craft Points should be equal to 1/3 XP needed to complete the item? Allowing that master tailor to complete his robe in 4 months and he'll be Fatigued for 15 days. Still a large amount of time, but considerably less than a year of dedicated labor. I want time to be a limiter, but not so eggregious that no-one can consider crafting ANYTHING. A problem with mapping XP to time, I suppose. It's assumed that at higher levels, casters have the XP to burn ... but never the time. Will be editing the first post to reflect my changes. --fje [/QUOTE]
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