Low magic Item creation mechanics discussion

The Birthright setting was such a setting. Magic items were "rarer" but there was still magic around - and in many ways those who could wield it were more powerful.


The BRCS rules (at birthright.net) have been struggling with how to properly capture this game mechanics wise.

I suggest using the variant from Complete Warrior. That is to increase the market value of magic items by 100-200%. (essentially doubling or tripling the cost). What this does is to double or triple the xp, raw material costs and the amount of time necessary to create magic items. IMO this should "force" things into line.

Another method would be to incorporate the sytems of Weapons of Legacy into magic weapons (and possibly armors). Basically having the item's power scale up with the character, but forcing the character to spend "feats" in order to utilize this power.
 

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irdeggman said:
... Another method would be to incorporate the sytems of Weapons of Legacy into magic weapons (and possibly armors). Basically having the item's power scale up with the character, but forcing the character to spend "feats" in order to utilize this power.
Yea, I read weapons of legacy. Great book, though I didn't like the necessity of the penalties and the ritual feats, penalizing a character on 2 fronts for something he could just get through item creation rules.
Perhaps a "bonded weapon/item" rule may be needed, like a feat to take, that lets you "unlock" the power of the Item beyond +1. (Though this penalizes Item Crafters doubly, since they need the bond feat (If it is a feat) and their craft feat)
Perhaps (and this is pretty evil) the cost for wielding such an item could be "passed on" so to speak to anyone who uses it. Ex (Cause that was a vague half thought): Wizard X crafts the Throne of Chaos, a powerful item. It costs him 2 points of permenent constitution, but he can use it without penalty. Then Fighter Y comes and kills Wizard X, and sits in the throne. He or she Loses 2 points on Con (or maybe just one), but can now use the throne's powers (Assuming it lets him :))
Perhaps the con loss or such would only happen if you lose the item. (Representing a spiritual bond being broken, and returning if you reclaim it) The crafter lost the con because He invested His spirit into it, so as long as he has it, it never "attaches" to him because it allready is.
 

"pipes in with humble opinions"

just wanted to say ,as a player, i never liked the xp price or con dmg. remember once we used to get xp for creating magical items? i mean xp represents what i learned then how come i lose it by doing something new?
i'd go with the 'throw out item creation feats' exept for scrolls and potions. say one can learn them if you spend several years as the apprentice of an artificher ,if he accepts you. i also agree with the added time to creat and it should correspond with the items power. i'd keep the gold prices (with a multiplier appropriate to your game) or give out little treasure or both. all of this makes magic rare and harder to come by.
i would suggest other options though, instead of a +1 magical sword you can give out high quality weapons with all sorts of abilities.
Z
 

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