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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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<blockquote data-quote="der_kluge" data-source="post: 2816780" data-attributes="member: 945"><p>The only real flaw with this idea is that wizards will create magic items that add penalties to things that aren't important, if the cost is reduced.</p><p></p><p>But, if you think about it, adding in an <em>additional</em> effect - whether it's positive or negative, is going to make the item cost more.</p><p></p><p>I mean, which should cost more:</p><p></p><p>A +1 sword</p><p>or</p><p>A +1 sword that incurs -2 to will saves on its wearer.</p><p></p><p>The second item will cost more. Why? Because the creator had to go <em>out of his way</em> to add in a secondary effect - a stupid one at that.</p><p></p><p></p><p>If, according to the rules for such things, the cost is <em>reduced</em> for negative effects, then wizards will selectively weigh the pros and cons for an optimized price.</p><p></p><p>I mean, how many wizards would really be too concerned about using a staff of power if it incurred a -2 to strength? It probably wouldn't be a big factor for most wizards. Most fighters would gladly wield a +3 sword if it incurred a -2 to their charisma score.</p><p></p><p></p><p>That said, I <em>like</em> the idea of being able to do this. And there are rules for doing it in the Artificer's Handbook (a book I wrote) - and yes, the costs are reduced. But I think GMs need to give special consideration before allowing it willy nilly.</p><p></p><p>My preference for such things is to have the negatives just appear as a result of <em>instability</em>. That is, when a wizard makes an item, he might cut corners in the process - inferior materials, hastened construction, etc. Go to too many extremes, and the item could be <em>unstable</em>. The result? - Items with quirks, negative (and positive) effects, or even cursed items or artifacts (in the most extreme cases). This makes it outside the control of the creator.</p><p></p><p>And yes, there are rules for Item Instability in the Artificer's Handbook as well.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 2816780, member: 945"] The only real flaw with this idea is that wizards will create magic items that add penalties to things that aren't important, if the cost is reduced. But, if you think about it, adding in an [i]additional[/i] effect - whether it's positive or negative, is going to make the item cost more. I mean, which should cost more: A +1 sword or A +1 sword that incurs -2 to will saves on its wearer. The second item will cost more. Why? Because the creator had to go [i]out of his way[/i] to add in a secondary effect - a stupid one at that. If, according to the rules for such things, the cost is [i]reduced[/i] for negative effects, then wizards will selectively weigh the pros and cons for an optimized price. I mean, how many wizards would really be too concerned about using a staff of power if it incurred a -2 to strength? It probably wouldn't be a big factor for most wizards. Most fighters would gladly wield a +3 sword if it incurred a -2 to their charisma score. That said, I [i]like[/i] the idea of being able to do this. And there are rules for doing it in the Artificer's Handbook (a book I wrote) - and yes, the costs are reduced. But I think GMs need to give special consideration before allowing it willy nilly. My preference for such things is to have the negatives just appear as a result of [i]instability[/i]. That is, when a wizard makes an item, he might cut corners in the process - inferior materials, hastened construction, etc. Go to too many extremes, and the item could be [i]unstable[/i]. The result? - Items with quirks, negative (and positive) effects, or even cursed items or artifacts (in the most extreme cases). This makes it outside the control of the creator. And yes, there are rules for Item Instability in the Artificer's Handbook as well. [/QUOTE]
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