Magic Item XP cost?

elbandit

First Post
As my players in my campaign are advancing to the point where they may want to make thier own magic items and scrolls I was curious about something.

Do GMs/Players find paying XP for scrolls they scribe and magic items they make to be dibilating for the mage? What alternative systems do you guys use if any?
 

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I have yet to have a PC get to the point where they are building +5 vorporal swords and such. I don't see mages have too big a gap. They may not be able to fight at par of the fighter for a few sessions after making something, but its nothing that cannot be recouped in a few games...

Erge

*edited for spelling*
 
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Most games I have played in simply use XP from the character the item is being made for.

In other words, if you are making a +2 flaming longsword for the fighter in the group, the fighter "donates" the XP cost. The mage/cleric whatever must take the time to make it. Forcign the cleric or wizard to expend the XPs is only going to make them say "no" to other party members or be behind in level progression.
 

This is one of the"rules" of the latest edition of D&D that I do not like.
For one thing I could not find an explanation in the rules explaining the reason for the xp loss when creating magic items.
Does anyone know where this is explained in the rule set?

Later....
 

elbandit said:
As my players in my campaign are advancing to the point where they may want to make thier own magic items and scrolls I was curious about something.

Do GMs/Players find paying XP for scrolls they scribe and magic items they make to be dibilating for the mage? What alternative systems do you guys use if any?

The FRCS system for awarding XP is good if you're worried about the wizard falling behind.
 

Really??

Greyhawk_DM said:
This is one of the"rules" of the latest edition of D&D that I do not like.
For one thing I could not find an explanation in the rules explaining the reason for the xp loss when creating magic items.
Does anyone know where this is explained in the rule set?

Later....

I did not know it was something thatw as added to the game in 3rd edition. I never played magical types in 2nd and barely GMed it.

I have considered dropping the XP costs all together but not real sure yet. I am on the fence about it honestly. In some ways there is not a given game reason for it and I hate using XP like that and in others it keeps my players from running amok.
 

I guess I have less of a problem because I prefer a system where it makes more sense that wizards don't POUND out magic item after magic item. Finding them, researching them or even in some cases, just making an offering to a certain "power" makes sense to me. If you really feel your wizard falls behind, grant him an adhoc XP bonus for each spell he casts:

Oth: 5 XP
1st: 10XP
2nd: 15XP

And so on.
 

Re: Really??

elbandit said:


I did not know it was something thatw as added to the game in 3rd edition. I never played magical types in 2nd and barely GMed it.

I have considered dropping the XP costs all together but not real sure yet. I am on the fence about it honestly. In some ways there is not a given game reason for it and I hate using XP like that and in others it keeps my players from running amok.

I too am on the fence about this issue. I will probably just drop it from my game altogether....I do like the using of xp's to cast certain high-powered spells. For example wish is a spell that I wll probably keep the xp cost for...

Maybe i will ask this question on the Monte Cook messageboard. He did design the 3rd Edition DMG. Maybe he could shed more light on the subject.

Later...
 

Nightfall said:
I guess I have less of a problem because I prefer a system where it makes more sense that wizards don't POUND out magic item after magic item. Finding them, researching them or even in some cases, just making an offering to a certain "power" makes sense to me.

I like a system that makes sense as well, but XP costs for magic item construction really do not make a lot of sense to me. (Unless it is just a game balance issue). It would seem it would really prevent magic item shops from existing. The shopkeeper (or enchanter) needs to have the excess XP to give up for the item that he makes so that he can sell it. This makes me wonder where the XP comes from since not every town is going to have 20th level wizards opening up shop.

XP costs would prevent wizards from making item after item, I do agree with that. Though you would think time constraits would also keep PCs from going overboard.
 

Greyhawk_DM said:
This is one of the"rules" of the latest edition of D&D that I do not like.
For one thing I could not find an explanation in the rules explaining the reason for the xp loss when creating magic items.
Does anyone know where this is explained in the rule set?

Maybe I am crazy, but I thought I read somewhere that the XP penalty incurred for the spell caster who makes a magic item is symbolic. What I mean by this is that the XP penalty symbolizes the time the spellcaster is taking out of adventuring to research and craft the item. Thus, the spell caster pays the XP that he / she would normally accrue during adventuring.

Gregor
 

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