Magic Item Creation

Astlin

First Post
This has had to have been asked before but:

Why?

Craft Wondrous Item can be taken at 3rd, Forge Ring can't be taken until 12th. What is it about rings that make them impossible for a 3rd level character to make?

Ring of Feather Fall? That is craftable by a first level caster but requires a 12th level caster to get the feat. Hat/ Boots/ Bracers/ Necklace/ Cloak/ Robe/ Belt/ Goggles of Feather fall could be made by a 3rd level caster. Ok, goggles of featherfall may be a stretch but you get the idea.

Are there any guidelines for what ring abilities can't be placed in a wondrous item? I have seen just about every power that is listed for rings on another item. Sure you can have 2 rings, but if you can get those effects from gloves and boots from a 3rd level caster why bother a 12th level caster for a ring?

It would have made sense for them to have broken the items down by item type (jewelry, textiles...). But I do not understand the level requirements. Only reason that I can come up with for why they did it this way involves holy bovines.


Astlin
 

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As near as I can tell, they expected characters to start running out of available item slots around 12th level.

Forge Ring gives you access to two more item slots you can craft items for. Or something. *shrug*
 

I think it's basically a flavour restriction. Magic rings tend to be items of great power in legend and fantasy; you don't want piddly 3rd level characters running around with rings of power. Although they could have achieved the same effect with per-item prerequisites, so it's a bit unnecessary.
 

(1) Sloppy design.

(2) If your DM allows item creation but not custom items (only permit the PC to make items listed in the DMG), it more or less works out. Picking up craft wondrous early on is a no brainer, but the more powerful items, in particular the better continuous protection and unlimited use items are mostly rings.
 

Ridley's Cohort said:
[B(2) If your DM allows item creation but not custom items (only permit the PC to make items listed in the DMG), it more or less works out. Picking up craft wondrous early on is a no brainer, but the more powerful items, in particular the better continuous protection and unlimited use items are mostly rings. [/B]

Careful Ridley. I pointed this out before and got flamed (sort of) for doing so. :)
 

My attitude resembles that of Ridley's. The divisions make a lot more sense if the DM only allows creation of core, in-the-book items.
 

dcollins said:
My attitude resembles that of Ridley's. The divisions make a lot more sense if the DM only allows creation of core, in-the-book items.

My DM said 'No.' to an Amulet of Greater Magic Fang when we only had CWI as a feat. A few months later SnF comes out and looky there: Amulet of Mighty Fists with CWI the only feat needed. The more books (from WotC even) that come out the more the line is going to blur.

<shrug>

Astlin
 

sort of flaming kreynolds

I think kreynolds was referring to my post in another thread. I was pointing out that if you are not limited to book items then anything that a ring can do can be done by a wondrous item. For example, ring of invisibility can be done as a helm (Hades) or as a cloak (D&D cartoon) of invisibility and still stick to classical themes.
He also said rings are the most common permanent type of continual use items (quoting from the DMG description) and I said I thought that boots, belts, cloaks, robes, helms, gloves, amulets, and bracers (as a group)seemed more common in my experience. Robe of archmagi, belt of giant strength, etc. also seem pretty powerful from core rules as well, especially compared to portection +1 rings.
 

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