kreynolds
First Post
Player's need not reply. But by all means, everyone may answer the poll.
This post is a result of another thread I saw earlier today regarding different types of bonuses. Throughout the thread, different opinions were posted regarding the creation of non-core rule magic items by players.
This is just my humble opinion, but it seems that the more I see this topic covered, the more DMs I find seem to actually fear allowing new magic items in their games. Whether this is because said DMs are not fully fluent with the magic item creation rules, or they are simply that strict, I don't know.
To be honest, and I'm not bragging, I have yet to run into a problem with a magic item that I (the DM) created for a game, nor have I encountered any problems with magic items created by players. The reason why is simple. If a player wants to create a magic item, I have no problem whatsoever allowing them to make the attempt. Now whether or not they are successful is a completely different story. I don't enforce a player ending up with a bum item, I just make them spend the time doing the research. But in the end, a magic item is just a magic item. It doesn't have to be a game killer and they aren't always useful in every given situation.
Take this item for example: For a measely 32,000 gp, a player can purchase a magic item that grants a +40 bonus to all Hide checks. Yes, I said a +40 bonus to all Hide checks. Now this item is definately useful, I'll admit. However, if you're stuck in a well lighted room with no furniture, shadows, trap doors, tapestrys, closets, standing suits of armor, etc, I can promise you that you simply are not gonna be able to Hide! So there are times when this item is not all that helpful. It isn't out of the question for someone to make and use this item either.
Now, I will be the first to admit that 32,000gp for a +40 bonus to all Hide checks is pretty cheap, but at the level that you can afford something like this and could actually benefit from it (as opposed to a low level fighter that blew his entire fortune on this item and now has to fight with his bare hands because he's so broke), your number of worn item slots are very precious.
I feel that the cost system for creating magic items is balancing and power controlling all on it's own. Look what happens when you add another power to the above item: +40 to all Move Silently checks added onto this sucker would cost you 64,000 gp, for a grand total of 96,000 gp. That's still not the much money for a high level character, but it's still a big ol' hunk o' change for even a 10th to 13th level character.
Powerful item? Yes. Cheap? Yes. Are you, the DM, completely helpless and utterly at this item's mercy? Hell no. Ever heard of an antimagic or dead magic zone? Ever heard of thievery? Every heard of Mordenkainen's Disjunction? As a DM, you have plenty of options to deal with an item like this. Futhermore, what's keeping you from allowing similar items for your NPCs?
Here is the problem that I see. Items that grant skill bonuses, for example, are pretty damn easy to create, even for a player. However, if a player asks you if they can create the item that I gave as an example, and you say no, what's your reasoning? Surely you aren't going to tell me that you would tell the player something along the lines of "Your magic isn't powerful enough for that." or something like "That kind of magic was lost in the days of High Magic." Saying something along those lines would be completely bogus. After all, how would you explain a vorpal weapon? How would you explain Polymorph Any Object or Polymorph Other, Geas/Quest, Finger of Death, Wish, Miracle, or Implosion? These are all extraordinarly powerful spells.
The simple rule that I (the DM) follow in regards to magic item creation is as follows: The limits of what you can make are your imagination, though your dream coming to reality is subject to my ruling.
Simple rule, no? I'd like your input and opinions, and like I said, those who are only players, need not reply. For now, this is a DM thing. If it progresses far enough, we'll get to the players.
This post is a result of another thread I saw earlier today regarding different types of bonuses. Throughout the thread, different opinions were posted regarding the creation of non-core rule magic items by players.
This is just my humble opinion, but it seems that the more I see this topic covered, the more DMs I find seem to actually fear allowing new magic items in their games. Whether this is because said DMs are not fully fluent with the magic item creation rules, or they are simply that strict, I don't know.
To be honest, and I'm not bragging, I have yet to run into a problem with a magic item that I (the DM) created for a game, nor have I encountered any problems with magic items created by players. The reason why is simple. If a player wants to create a magic item, I have no problem whatsoever allowing them to make the attempt. Now whether or not they are successful is a completely different story. I don't enforce a player ending up with a bum item, I just make them spend the time doing the research. But in the end, a magic item is just a magic item. It doesn't have to be a game killer and they aren't always useful in every given situation.
Take this item for example: For a measely 32,000 gp, a player can purchase a magic item that grants a +40 bonus to all Hide checks. Yes, I said a +40 bonus to all Hide checks. Now this item is definately useful, I'll admit. However, if you're stuck in a well lighted room with no furniture, shadows, trap doors, tapestrys, closets, standing suits of armor, etc, I can promise you that you simply are not gonna be able to Hide! So there are times when this item is not all that helpful. It isn't out of the question for someone to make and use this item either.
Now, I will be the first to admit that 32,000gp for a +40 bonus to all Hide checks is pretty cheap, but at the level that you can afford something like this and could actually benefit from it (as opposed to a low level fighter that blew his entire fortune on this item and now has to fight with his bare hands because he's so broke), your number of worn item slots are very precious.
I feel that the cost system for creating magic items is balancing and power controlling all on it's own. Look what happens when you add another power to the above item: +40 to all Move Silently checks added onto this sucker would cost you 64,000 gp, for a grand total of 96,000 gp. That's still not the much money for a high level character, but it's still a big ol' hunk o' change for even a 10th to 13th level character.
Powerful item? Yes. Cheap? Yes. Are you, the DM, completely helpless and utterly at this item's mercy? Hell no. Ever heard of an antimagic or dead magic zone? Ever heard of thievery? Every heard of Mordenkainen's Disjunction? As a DM, you have plenty of options to deal with an item like this. Futhermore, what's keeping you from allowing similar items for your NPCs?
Here is the problem that I see. Items that grant skill bonuses, for example, are pretty damn easy to create, even for a player. However, if a player asks you if they can create the item that I gave as an example, and you say no, what's your reasoning? Surely you aren't going to tell me that you would tell the player something along the lines of "Your magic isn't powerful enough for that." or something like "That kind of magic was lost in the days of High Magic." Saying something along those lines would be completely bogus. After all, how would you explain a vorpal weapon? How would you explain Polymorph Any Object or Polymorph Other, Geas/Quest, Finger of Death, Wish, Miracle, or Implosion? These are all extraordinarly powerful spells.
The simple rule that I (the DM) follow in regards to magic item creation is as follows: The limits of what you can make are your imagination, though your dream coming to reality is subject to my ruling.
Simple rule, no? I'd like your input and opinions, and like I said, those who are only players, need not reply. For now, this is a DM thing. If it progresses far enough, we'll get to the players.
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