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*Pathfinder & Starfinder
Magic items are finally rare !
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<blockquote data-quote="JohnSnow" data-source="post: 3893984" data-attributes="member: 32164"><p>I have no problem with a PC being able to make a magic item, but to me, it should be the labor of a lifetime, not something the PC knocks out in the afternoon every Saturday.</p><p></p><p>Like Bruenor's construction of <em>Aegis Fang</em> in <em>The Crystal Shard</em>. It should MEAN something when a PC makes a magic item. And, as was the case with Bruenor, I'd rather see a high-level dwarven fighter making magic swords than a frail human wizard.</p><p></p><p>Let's open up the realm of crafting, but make it much harder. Maybe wizards can make items that enhance their spellcasting, but there should be a limit to how often they can do it. Make enchanting items almost as expensive as buying them, but have them cost the crafter something in hit points, or energy or something. For instance, assuming 4e uses a Condition track, I'd suggest the following:</p><p></p><p>"Crafting a magic item costs 90% of the purchase price. Furthermore, the strain leaves the caster X step(s) down on the condition track. The condition persists for one month."</p><p></p><p>That'll eliminate the "magic item factory" as a default concept, but still allow it for an <em>Eberron</em> campaign. The player CAN make anything they need, but only at the cost of adventuring - which explains why most adventuring wizards don't make stuff. Moreover, because the strain of it leaves you frail, it would be something people would probably want to avoid.</p><p></p><p>But that's just how I'd do it.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3893984, member: 32164"] I have no problem with a PC being able to make a magic item, but to me, it should be the labor of a lifetime, not something the PC knocks out in the afternoon every Saturday. Like Bruenor's construction of [i]Aegis Fang[/i] in [i]The Crystal Shard[/i]. It should MEAN something when a PC makes a magic item. And, as was the case with Bruenor, I'd rather see a high-level dwarven fighter making magic swords than a frail human wizard. Let's open up the realm of crafting, but make it much harder. Maybe wizards can make items that enhance their spellcasting, but there should be a limit to how often they can do it. Make enchanting items almost as expensive as buying them, but have them cost the crafter something in hit points, or energy or something. For instance, assuming 4e uses a Condition track, I'd suggest the following: "Crafting a magic item costs 90% of the purchase price. Furthermore, the strain leaves the caster X step(s) down on the condition track. The condition persists for one month." That'll eliminate the "magic item factory" as a default concept, but still allow it for an [i]Eberron[/i] campaign. The player CAN make anything they need, but only at the cost of adventuring - which explains why most adventuring wizards don't make stuff. Moreover, because the strain of it leaves you frail, it would be something people would probably want to avoid. But that's just how I'd do it. [/QUOTE]
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Magic items are finally rare !
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