There has been a lot of talk lately about the balancing aspect of magical item creation. I want to discuss it for a moment. Specifically, there is an xp balancing mechanic in place in the RAW, which I dont quite understand the reasoning behind.
Specifically and in point format.
1) Item creation requires valuable feats, which help other people kill monsters.
2) If you took Magical Arms and Armor, you create magical items that help fighters and clerics kill monsters, but dont enable you to do so.
Dealing specifically with #1, I would argue that it requires a significant investment just to get enough items to actually get over the I have a feat less than you hump. You have to go over the "we expect you to have x gold worth of magic items by Y level" threshold, and if the DM holds magic items back, because you can craft them, you have to craft twice as much gear to make up for the shortfall, losing 10 times the xp.
As far as #2 goes, why should I spend my valuable xp to let our fighter wield a wonderful broadsword? How does this benefit me? If I dont craft it, I have more xp, instead of him hogging all the levels, having more levels than me, etc. Now he has more feats and more levels than I do, all because I am making him magic items.
Basically, my biggest problem is this: In order to reap a benefit equivalent to, say, empower spell, I need to craft myself up 1.5x the usual x gold worth of magic items per level just to stay equal. That costs xp. But I lose xp and the rest of the party doesnt, so I am double penalized. First, for not having the feat I would have had in its place, and second, by not having as much xp as everyone else. It also assumes enough breaks in the action to do reasonably serious amounts of crafting, and grotesque amounts of gold I never seem to have, so I end up with less xp, less feats, and less magic items than even a normal person of level x should have.
Discuss?
Specifically and in point format.
1) Item creation requires valuable feats, which help other people kill monsters.
2) If you took Magical Arms and Armor, you create magical items that help fighters and clerics kill monsters, but dont enable you to do so.
Dealing specifically with #1, I would argue that it requires a significant investment just to get enough items to actually get over the I have a feat less than you hump. You have to go over the "we expect you to have x gold worth of magic items by Y level" threshold, and if the DM holds magic items back, because you can craft them, you have to craft twice as much gear to make up for the shortfall, losing 10 times the xp.
As far as #2 goes, why should I spend my valuable xp to let our fighter wield a wonderful broadsword? How does this benefit me? If I dont craft it, I have more xp, instead of him hogging all the levels, having more levels than me, etc. Now he has more feats and more levels than I do, all because I am making him magic items.
Basically, my biggest problem is this: In order to reap a benefit equivalent to, say, empower spell, I need to craft myself up 1.5x the usual x gold worth of magic items per level just to stay equal. That costs xp. But I lose xp and the rest of the party doesnt, so I am double penalized. First, for not having the feat I would have had in its place, and second, by not having as much xp as everyone else. It also assumes enough breaks in the action to do reasonably serious amounts of crafting, and grotesque amounts of gold I never seem to have, so I end up with less xp, less feats, and less magic items than even a normal person of level x should have.
Discuss?


