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<blockquote data-quote="FrankTrollman" data-source="post: 1194256" data-attributes="member: 14225"><p>A system I've been working on is to drop monetary and XP costs for item creation and permanent spell altogether and to put an absolute limit on how many you can have outstanding at one time.</p><p></p><p>After all, while a Continual Flame is somewhat pricy - a Lantern Archon can make an unlimited number for free (and thus I can see no valid reason why there would be any sort of finite amount of them in the world - anyone with a 5th level spell slot can crank out continual flames by the hundreds of thousands). Rather than attempting to hold people to Ruby Dust, I find that putting an absolute limit of one per three caster levels (and if you want to make a new one you'll have to dismiss one of the older ones) works much better.</p><p></p><p>Something similar could be done with magic items - where people could have a level-dependent limit on how much <em>total</em> magic item they can produce out of any of their item creation feats. This would have the advantage of getting people to actually brew potions - as well as limiting the item creation to that which won't be ungamebalanced at your level.</p><p></p><p>Now, as to what rubric is actually fair - that's something I'm still working on. But the current Item Creation "cost" system is laughable - ways exist to extort cash from the multiverse and not going up in levels is advantageous in terms of level collection. As things currently stand, no matter how high you set the costs of item creation it will always be overpowered compared to gaining levels if you go far enough in the game - increasing the cost simply delays the level at which that will inevitably occur.</p><p></p><p>-Frank</p></blockquote><p></p>
[QUOTE="FrankTrollman, post: 1194256, member: 14225"] A system I've been working on is to drop monetary and XP costs for item creation and permanent spell altogether and to put an absolute limit on how many you can have outstanding at one time. After all, while a Continual Flame is somewhat pricy - a Lantern Archon can make an unlimited number for free (and thus I can see no valid reason why there would be any sort of finite amount of them in the world - anyone with a 5th level spell slot can crank out continual flames by the hundreds of thousands). Rather than attempting to hold people to Ruby Dust, I find that putting an absolute limit of one per three caster levels (and if you want to make a new one you'll have to dismiss one of the older ones) works much better. Something similar could be done with magic items - where people could have a level-dependent limit on how much [i]total[/i] magic item they can produce out of any of their item creation feats. This would have the advantage of getting people to actually brew potions - as well as limiting the item creation to that which won't be ungamebalanced at your level. Now, as to what rubric is actually fair - that's something I'm still working on. But the current Item Creation "cost" system is laughable - ways exist to extort cash from the multiverse and not going up in levels is advantageous in terms of level collection. As things currently stand, no matter how high you set the costs of item creation it will always be overpowered compared to gaining levels if you go far enough in the game - increasing the cost simply delays the level at which that will inevitably occur. -Frank [/QUOTE]
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