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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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<blockquote data-quote="der_kluge" data-source="post: 2063215" data-attributes="member: 945"><p>As the guy who was the lead developer for Artificer's Handbook, I can offer some opinions on the matter. Because, after all, I literally wrote the book on magic item creation. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>When writing AH, it was painfully clear to me, at least, that the WoTC rules are built around a model of pure laziness. We came up with numerous more clever, and more imaginative ways of balancing magic item creation with having to resort to XP costs.</p><p></p><p>The rules in the AH can be used with the core rules very easily. You don't even have to alter the item creation feats. Personally, I think it's idiotic to require one feat to make a ring of water walking, and another feat to make boots of water walking. That's why we replaced them with alternate feats which make much more sense. </p><p></p><p>Aside from the oddities associated with XP costs, there are also limitations to it, say you're a 5th level wizard who has been making scrolls and potions ever since 1st level. Now suddenly you're 6th level, and have the exact amount of XP you need to be 6th level. Now suddenly you have no more disposable XP, and suddenly you can't make potions and scrolls anymore. That makes no sense.</p><p></p><p>Personally, I'll never use any item creation rules other than the rules in the AH. They're balanced, they're expandable, they include a lot more rules (socketed items, gestalt sets, rechargable items), that I'd never go back to the core rules. They're just plain idiotic in my opinion.</p><p></p><p>The other benefit of the AH rules is with the formula based approach, you can alter the amount of gold required easily. It's also scaled with level in mind, so that a brand new 5th level mage who -just- learned the fireball spell, and can only cast one of them per day, can't go and make a wand of fireballs. So, those rules are a bit more appropriate for low magic campaigns, and can be controlled a lot more effectively.</p><p></p><p>If you haven't taken a look at it, I'd highly recommend it. And no, I don't make any money if you buy it, as cool as that'd be. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="der_kluge, post: 2063215, member: 945"] As the guy who was the lead developer for Artificer's Handbook, I can offer some opinions on the matter. Because, after all, I literally wrote the book on magic item creation. :) When writing AH, it was painfully clear to me, at least, that the WoTC rules are built around a model of pure laziness. We came up with numerous more clever, and more imaginative ways of balancing magic item creation with having to resort to XP costs. The rules in the AH can be used with the core rules very easily. You don't even have to alter the item creation feats. Personally, I think it's idiotic to require one feat to make a ring of water walking, and another feat to make boots of water walking. That's why we replaced them with alternate feats which make much more sense. Aside from the oddities associated with XP costs, there are also limitations to it, say you're a 5th level wizard who has been making scrolls and potions ever since 1st level. Now suddenly you're 6th level, and have the exact amount of XP you need to be 6th level. Now suddenly you have no more disposable XP, and suddenly you can't make potions and scrolls anymore. That makes no sense. Personally, I'll never use any item creation rules other than the rules in the AH. They're balanced, they're expandable, they include a lot more rules (socketed items, gestalt sets, rechargable items), that I'd never go back to the core rules. They're just plain idiotic in my opinion. The other benefit of the AH rules is with the formula based approach, you can alter the amount of gold required easily. It's also scaled with level in mind, so that a brand new 5th level mage who -just- learned the fireball spell, and can only cast one of them per day, can't go and make a wand of fireballs. So, those rules are a bit more appropriate for low magic campaigns, and can be controlled a lot more effectively. If you haven't taken a look at it, I'd highly recommend it. And no, I don't make any money if you buy it, as cool as that'd be. :) [/QUOTE]
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