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Magic Item Creation in 5E
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<blockquote data-quote="CleverNickName" data-source="post: 5801478" data-attributes="member: 50987"><p>I am about to start a brand-new 3.5E campaign, and the gang is very excited about it. I'm not looking forward to the Christmas Tree method of character development, where magic items are not only assumed but are <em>required</em> for proper game balance, but I can deal. So to keep the party healthy (and me sane), I am going to house-rule the following for magic item creation.</p><p></p><p>[SBLOCK]1. The only magic items available for sale are potions and scrolls, both of which must be purchased from temples. There are no special shops in town where magic items may be bought or sold. The party will only find spell components, bottles, and parchments at Ye Olde Magick Shoppe.</p><p></p><p>2. The only Craft feats available to the party are Brew Potion, Scribe Scroll, Craft Wand, and Craft Staff. In other words, temporary magic items only.</p><p></p><p>3. Permanent magic items require special weeks-long rituals, rare and exotic ingredients, multiple trips to ancient mystical forges in far-away lands...that sort of thing. Creating a magic sword is a plot device, not a weekend hobby.</p><p></p><p>4. Magic items of any kind cannot be sold on the open market, for the same reason that batteries can't be returned to Radio Shack: the merchant doesn't know where they came from or where they've been, and cannot guarantee them for resale...it doesn't matter how "new" they look or whether or not you "test them out" first.</p><p></p><p>That said, it is possible to sell them on the black market, provided that the party can locate a buyer and agree on the price...the process then becomes a plot device, and not a money-making scheme.[/SBLOCK]</p><p>I realize that this is just my own personal preference, but I think it would go a long way to eliminating the magic item glut that seems to be so prevalent in the newer editions of D&D. It would be nice to see this canonized into 5th Edition.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 5801478, member: 50987"] I am about to start a brand-new 3.5E campaign, and the gang is very excited about it. I'm not looking forward to the Christmas Tree method of character development, where magic items are not only assumed but are [I]required[/I] for proper game balance, but I can deal. So to keep the party healthy (and me sane), I am going to house-rule the following for magic item creation. [SBLOCK]1. The only magic items available for sale are potions and scrolls, both of which must be purchased from temples. There are no special shops in town where magic items may be bought or sold. The party will only find spell components, bottles, and parchments at Ye Olde Magick Shoppe. 2. The only Craft feats available to the party are Brew Potion, Scribe Scroll, Craft Wand, and Craft Staff. In other words, temporary magic items only. 3. Permanent magic items require special weeks-long rituals, rare and exotic ingredients, multiple trips to ancient mystical forges in far-away lands...that sort of thing. Creating a magic sword is a plot device, not a weekend hobby. 4. Magic items of any kind cannot be sold on the open market, for the same reason that batteries can't be returned to Radio Shack: the merchant doesn't know where they came from or where they've been, and cannot guarantee them for resale...it doesn't matter how "new" they look or whether or not you "test them out" first. That said, it is possible to sell them on the black market, provided that the party can locate a buyer and agree on the price...the process then becomes a plot device, and not a money-making scheme.[/SBLOCK] I realize that this is just my own personal preference, but I think it would go a long way to eliminating the magic item glut that seems to be so prevalent in the newer editions of D&D. It would be nice to see this canonized into 5th Edition. [/QUOTE]
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