painandgreed
First Post
Seeten said: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.
Preaching to the converted here. The entire spend XP part of magic item creation is a hastely implimented kudge that has no bais int eh D&D system and generally doesn't work. If D&D was a system like Shadworun where you get XP and then pay it back out for advancement, it would make sence. In D&D where you have a single total that increases, it doesn't and is the only example of such a mechanic. It doesn't do what it's supposed to do as a balanceing mechanic and it end up with stupid situation such as going up a level but not able to create magic items till you run off and kill some orcs. Typically, I get around this with power components that they gather themselves or pay more money for (power components can also be used in place of the money needed also). If a player wants to spend XP as per RAW, they're still free too.
As for time spent, if I feel either way it's that magic users get off too easy with the short amounts of time needed to research spells and create magic items. Of course, in my games there tends to be lots of downtime anyway because nobody really wants to go adventuring in the fall, winter or spring. Between cold, rain, muddy roads, snow, and impassable passes, there's about six months out of the year that isn't prime adventuring weather. It's possible but it takes longer to travel anywhere and if caught in the mountains while it's snowing a foot every hour, it could be a very short adventure. Typically, I've found that other players have similar things they want to be doing while the magic user is creating magic items or the time simply passes quickly enough that it doesn't affect the game. If nothing else, I've been known to let other players pre-train which gives them some XP.
If I was to change the rules to a more complex system, I'd end up giving out XP for magic item creation. Fighters hsould get Xp for fighting. Rogues should get XP for using their skills. Wizards should get Xp for creating new spells and magic items. I'd also require some sort of role for successful creation and probalby even a chance of mistakenly creating a cursed item and getting caught by it if they sought to go too far out of their range of power (say, by failing a creation roll by 10 or more).


