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Low magic vs. magic as a plot device
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<blockquote data-quote="kamosa" data-source="post: 1558515" data-attributes="member: 1037"><p>I don't think magic item creation counts as as standard every day use of magic, even for those that have it as a feat. If it is a standard thing in the campaign, I believe that the XP penalty should be mitigated by some form of GM intervention. </p><p></p><p>The power item helping to craft something is a good substitution. I like it because I can give them to the players as rewards for good play. Here kido, take a free magic item you create for doing a good job on the adventure (I usually try to word that better, but same idea). I've also allowed the players to make items for others in the group and let the person that the item is being made for pay the XP cost.</p><p></p><p>In the current campaign I want them to be able to create low level magic items, so I've removed the XP penalty for single use items like scrolls, potions and tattoos. They still pay the gold and time costs, which keep them in line, but they know that I don't consider it taboo to create mundane items.</p><p></p><p>I point all that out just to show how I believe the XP, HP and stat punishments are used. If you want something discouraged you attach a penalty to it. You can call it an investment if you want, but the reality is you are restricting how often something can be used with a negative effect that happens everytime it is used. That sounds like a penalty to me, no matter whether the penalty is worth paying or not.</p><p></p><p>If something becomes a normal, encouraged, part of the game, the game penalties should be mitigated for the players, IMHO.</p></blockquote><p></p>
[QUOTE="kamosa, post: 1558515, member: 1037"] I don't think magic item creation counts as as standard every day use of magic, even for those that have it as a feat. If it is a standard thing in the campaign, I believe that the XP penalty should be mitigated by some form of GM intervention. The power item helping to craft something is a good substitution. I like it because I can give them to the players as rewards for good play. Here kido, take a free magic item you create for doing a good job on the adventure (I usually try to word that better, but same idea). I've also allowed the players to make items for others in the group and let the person that the item is being made for pay the XP cost. In the current campaign I want them to be able to create low level magic items, so I've removed the XP penalty for single use items like scrolls, potions and tattoos. They still pay the gold and time costs, which keep them in line, but they know that I don't consider it taboo to create mundane items. I point all that out just to show how I believe the XP, HP and stat punishments are used. If you want something discouraged you attach a penalty to it. You can call it an investment if you want, but the reality is you are restricting how often something can be used with a negative effect that happens everytime it is used. That sounds like a penalty to me, no matter whether the penalty is worth paying or not. If something becomes a normal, encouraged, part of the game, the game penalties should be mitigated for the players, IMHO. [/QUOTE]
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