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<blockquote data-quote="Turjan" data-source="post: 2062986" data-attributes="member: 3477"><p>I agree with your opinion that the system in the RAW is unfair. Yes, it works in the way that it keeps the balance. Yes, it is even plausible in the way that the spellcaster infuses some of his 'magical energy' into the items and, therefore, loses XP. It's unfair nonetheless. If the other players are not willing to compensate the mage for his efforts, he should not consider taking any such feat that only benefits other players; the point of indirect benefits does not really count in this regard, because there are other ways for the wizard to reap benefits for his own survival without increasing the discrepancy in power levels between the fighter and himself. On the other hand, I don't see a problem with using the 'Artificer's Handbook' rules.</p><p>If the time aspect is a problem, then there is something wrong with the DM or the group. Things like that should be discussed before a magic user spends any feats on features that damage him in the long run. The group goes adventuring and harvesting XPs while the wizard loses XPs for the sake of the group by staying behind and producing items for them? This scenario just shows that there is something seriously wrong with group dynamics, nothing else. The same holds true if the DM does not let you use the feat.</p></blockquote><p></p>
[QUOTE="Turjan, post: 2062986, member: 3477"] I agree with your opinion that the system in the RAW is unfair. Yes, it works in the way that it keeps the balance. Yes, it is even plausible in the way that the spellcaster infuses some of his 'magical energy' into the items and, therefore, loses XP. It's unfair nonetheless. If the other players are not willing to compensate the mage for his efforts, he should not consider taking any such feat that only benefits other players; the point of indirect benefits does not really count in this regard, because there are other ways for the wizard to reap benefits for his own survival without increasing the discrepancy in power levels between the fighter and himself. On the other hand, I don't see a problem with using the 'Artificer's Handbook' rules. If the time aspect is a problem, then there is something wrong with the DM or the group. Things like that should be discussed before a magic user spends any feats on features that damage him in the long run. The group goes adventuring and harvesting XPs while the wizard loses XPs for the sake of the group by staying behind and producing items for them? This scenario just shows that there is something seriously wrong with group dynamics, nothing else. The same holds true if the DM does not let you use the feat. [/QUOTE]
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