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<blockquote data-quote="Centaur" data-source="post: 5456861" data-attributes="member: 11822"><p>Been a long time since My Last post... I see things have evolved a bit...</p><p></p><p>I was wondering if anyone has used an variations on the costs for creating magic Items in the D&D 3.0/3.5 system.</p><p></p><p>What I am refering to is the Time/XP/GP costs generaly associated with creation of such items.</p><p></p><p>I ask because in the games that typicaly get run in the gamming group I have been a member of for 20 years now, Time is a very preciuos comodity. Our campaigns usually jump from event to event with little to no downtime between adventures or quests. This makes it almost impossible to actualy make your own magic items.</p><p></p><p>I had two possible options on how to manage this in a fast past campaign like ours.</p><p>1) Make the cost of creating magic items a 2 out of 3 proposal, where you need to provide 2 of the 3 components. Most of the time I would think the GP component would be mandatory, but the XP and Time component could be optional. </p><p></p><p>This would alow the PC adventurer to make the magic items in say, one day as opposed to 1 day/1000gp. It would also get rid of the question of where the NPC magic item maker in the city is getting his XP from as he takes time to do the work instead of spending the XP</p><p></p><p>Or</p><p>2) Keep the time component but reduce it's impact on any given day. Instead of it taking the majority of a wizards day to create a magical item, instead have it take only an hour or two out of his day.</p><p></p><p>This would be at the begining of the day, immediatly following spell preperation, and would result in the spells nessecay as prerequisites be then missing (spell slot expended) for the day, but at leaste it would still allow magic item creation to be part of the game.</p><p></p><p>Any thoughts would be appreciated.</p></blockquote><p></p>
[QUOTE="Centaur, post: 5456861, member: 11822"] Been a long time since My Last post... I see things have evolved a bit... I was wondering if anyone has used an variations on the costs for creating magic Items in the D&D 3.0/3.5 system. What I am refering to is the Time/XP/GP costs generaly associated with creation of such items. I ask because in the games that typicaly get run in the gamming group I have been a member of for 20 years now, Time is a very preciuos comodity. Our campaigns usually jump from event to event with little to no downtime between adventures or quests. This makes it almost impossible to actualy make your own magic items. I had two possible options on how to manage this in a fast past campaign like ours. 1) Make the cost of creating magic items a 2 out of 3 proposal, where you need to provide 2 of the 3 components. Most of the time I would think the GP component would be mandatory, but the XP and Time component could be optional. This would alow the PC adventurer to make the magic items in say, one day as opposed to 1 day/1000gp. It would also get rid of the question of where the NPC magic item maker in the city is getting his XP from as he takes time to do the work instead of spending the XP Or 2) Keep the time component but reduce it's impact on any given day. Instead of it taking the majority of a wizards day to create a magical item, instead have it take only an hour or two out of his day. This would be at the begining of the day, immediatly following spell preperation, and would result in the spells nessecay as prerequisites be then missing (spell slot expended) for the day, but at leaste it would still allow magic item creation to be part of the game. Any thoughts would be appreciated. [/QUOTE]
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