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Magic Items And Campaign Balance?
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<blockquote data-quote="Ace" data-source="post: 268604" data-attributes="member: 944"><p>Another very campaign specific bet I would like to share is my Magic item design and commonality set up.</p><p></p><p>How I do magic---</p><p></p><p>All permanent items require power components. You may <strong>not</strong> spend XP on them. Instead you need appropriate Materials.</p><p></p><p>This has the effect of making stronger magic more common. If supplies are intermittent than make 1 item with several powers instead of a trinket or 5. </p><p></p><p>The weak items (+2 Ac Bracers wowee <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> )are made of scraps and left over power component bits.</p><p></p><p>This way I keep the number of items down but the effects up</p><p></p><p>All charged items may use regular stuff---</p><p></p><p> Except wands and staves which cost 2x and are rechargable permanent items</p><p></p><p>Making items can be accomplished only by a spellcaster with three exceptions, 1 of which is pending</p><p></p><p>#1 There is a feat I allow called Spell Forging. It allows a smith to turn a masterwork item into a +1 item and a masterpiece (from Wheel of Time) item into a +2 (no special powers) item</p><p></p><p>This can be learned separately for missiles (runecutting) and armor</p><p></p><p>The prerequisite is a skill of 10 with a twenty required to forge +2 weapons. To use this skill you must multiply the manufacturing time (taking 20) of the item by 10x.</p><p></p><p>Thus many villages have a mastersmith who can make limited items. </p><p></p><p>#2 There are bonded items-- They start out weak and go up with the player. I don't have an origin story for them yet but I will. I probably will have a "Soul craft" feat available to let players start with one or get one later</p><p></p><p>#3 I may use the Alchemist class from Swashbuckling D20 or make a prestige class for folks with a high alchemy skill that will let them make limited potions. This is still under advisement.</p><p></p><p>This means that +1 items and one shot items can be bought in some large villages and up.</p><p></p><p>Now as to the permanent ones.</p><p></p><p>Well they are less common IMC until a period I call the Highmagic era.</p><p></p><p>The thing is while an individual caster may only make 3 -5 permanent items in his career, they will easily out last him. That sword he made-- still around. </p><p></p><p>The Bracers? Still work as good as new </p><p></p><p>After a thousand years magic items get more and more common. </p><p></p><p>Even though some of the wizards are still around (I allow life extending spells) most have died. </p><p></p><p>The magic, well it outlasts them....</p><p></p><p>Last Century 100 items made</p><p></p><p>This Century 100 items made </p><p></p><p>Next Century there are 160 items (20% of each MI generation are lost or destroyed) plus another hundred made </p><p></p><p>A century later--- 240 items plus another 120 made</p><p></p><p>You see over time the number of Wizards increases too.</p><p></p><p>Soon, where there was once a few hundred items now there are thousands....</p><p></p><p>Even if you have a fixed number of Wizards the progression will look like this </p><p></p><p>c1- 80</p><p>c2- 160</p><p>c3- 240</p><p>c4- 320</p><p>c5- 400</p><p>c6-480</p><p>c7-560</p><p>c8- 640 </p><p></p><p>and so on. This is means very roughly in a millennium of steady creation magic items are 10x as common. So from the year 400 Byzantine Empire on Earth to late middle ages there would be a 10x increase in magic with a steady population</p><p></p><p>If you allow for a doubling of the population (possible) and longevity magic among some of the consumers</p><p></p><p>You can figure on magic costing about 1/3 of what it cost at the start. </p><p></p><p>Basically items would be 3x as common, 10x as common among adventurers</p><p></p><p>Disposables OTOH stay relatively static. The same number of potions and the like are made each year, basically x per caster and use and attrition take care of most of them . </p><p></p><p>Basically there is a very slight increase, about enough to cover for all those treasure hordes PC's like so much <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Ace, post: 268604, member: 944"] Another very campaign specific bet I would like to share is my Magic item design and commonality set up. How I do magic--- All permanent items require power components. You may [B]not[/B] spend XP on them. Instead you need appropriate Materials. This has the effect of making stronger magic more common. If supplies are intermittent than make 1 item with several powers instead of a trinket or 5. The weak items (+2 Ac Bracers wowee :rolleyes: )are made of scraps and left over power component bits. This way I keep the number of items down but the effects up All charged items may use regular stuff--- Except wands and staves which cost 2x and are rechargable permanent items Making items can be accomplished only by a spellcaster with three exceptions, 1 of which is pending #1 There is a feat I allow called Spell Forging. It allows a smith to turn a masterwork item into a +1 item and a masterpiece (from Wheel of Time) item into a +2 (no special powers) item This can be learned separately for missiles (runecutting) and armor The prerequisite is a skill of 10 with a twenty required to forge +2 weapons. To use this skill you must multiply the manufacturing time (taking 20) of the item by 10x. Thus many villages have a mastersmith who can make limited items. #2 There are bonded items-- They start out weak and go up with the player. I don't have an origin story for them yet but I will. I probably will have a "Soul craft" feat available to let players start with one or get one later #3 I may use the Alchemist class from Swashbuckling D20 or make a prestige class for folks with a high alchemy skill that will let them make limited potions. This is still under advisement. This means that +1 items and one shot items can be bought in some large villages and up. Now as to the permanent ones. Well they are less common IMC until a period I call the Highmagic era. The thing is while an individual caster may only make 3 -5 permanent items in his career, they will easily out last him. That sword he made-- still around. The Bracers? Still work as good as new After a thousand years magic items get more and more common. Even though some of the wizards are still around (I allow life extending spells) most have died. The magic, well it outlasts them.... Last Century 100 items made This Century 100 items made Next Century there are 160 items (20% of each MI generation are lost or destroyed) plus another hundred made A century later--- 240 items plus another 120 made You see over time the number of Wizards increases too. Soon, where there was once a few hundred items now there are thousands.... Even if you have a fixed number of Wizards the progression will look like this c1- 80 c2- 160 c3- 240 c4- 320 c5- 400 c6-480 c7-560 c8- 640 and so on. This is means very roughly in a millennium of steady creation magic items are 10x as common. So from the year 400 Byzantine Empire on Earth to late middle ages there would be a 10x increase in magic with a steady population If you allow for a doubling of the population (possible) and longevity magic among some of the consumers You can figure on magic costing about 1/3 of what it cost at the start. Basically items would be 3x as common, 10x as common among adventurers Disposables OTOH stay relatively static. The same number of potions and the like are made each year, basically x per caster and use and attrition take care of most of them . Basically there is a very slight increase, about enough to cover for all those treasure hordes PC's like so much :D [/QUOTE]
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