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Magic items in AD&D, making them and getting them.
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<blockquote data-quote="Lanefan" data-source="post: 8314988" data-attributes="member: 29398"><p>On first glance and based on my own experience I think your lot were pretty hardcore.</p><p></p><p>Creation: first off, if cast specifically for item creation I dropped the Constitution cost for casting Permanency; it only costs a Con point if you cast it on a spell effect and, depending what that spell effect is, that Con point may or may not be long-term recoverable. Basic stuff like scrolls, potions, holy symbols etc. doesn't need Permanency at all.</p><p></p><p>Second, I have an unofficial non-adventuring class of Artificer whose hobby/profession is creation of magic items. Generally this is an NPC class; were a PC to show interest that'd be fine too, but taking up the class would end said PC's field-adventuring career. If a PC wants to specifically commissioin one of these people to make something it can be done, with payment up front and a wait time of several months to a year (which in adventuring terms is ages!) for the item to be completed.</p><p></p><p>Edit to add: I'm also quite happy to keep PCs away from creating their own items (other than potions and scrolls at higher levels) for a few reasons: it's boring to DM, for one thing; and if PCs aren't doing it then I don't have to worry about working out all the specifics involved in the making of each item.</p><p></p><p>Finding items: yes, the original 1e modules have a lot of magic in them to be found, and players/PCs eventually become rather adept at finding it. This is fine with me; also keep in mind 1e as a system is also pretty good at destroying magic items (provided the DM is harsh enough to enforce the RAW around this), leading to more of an easy come, easy go mentality which I much prefer.</p><p></p><p>In town it's also possible to buy whatever random items that other people might be trying to sell; but note the use of the word "random" in there. Sometimes you get lucky and find someone selling exactly what you need, far more often not.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8314988, member: 29398"] On first glance and based on my own experience I think your lot were pretty hardcore. Creation: first off, if cast specifically for item creation I dropped the Constitution cost for casting Permanency; it only costs a Con point if you cast it on a spell effect and, depending what that spell effect is, that Con point may or may not be long-term recoverable. Basic stuff like scrolls, potions, holy symbols etc. doesn't need Permanency at all. Second, I have an unofficial non-adventuring class of Artificer whose hobby/profession is creation of magic items. Generally this is an NPC class; were a PC to show interest that'd be fine too, but taking up the class would end said PC's field-adventuring career. If a PC wants to specifically commissioin one of these people to make something it can be done, with payment up front and a wait time of several months to a year (which in adventuring terms is ages!) for the item to be completed. Edit to add: I'm also quite happy to keep PCs away from creating their own items (other than potions and scrolls at higher levels) for a few reasons: it's boring to DM, for one thing; and if PCs aren't doing it then I don't have to worry about working out all the specifics involved in the making of each item. Finding items: yes, the original 1e modules have a lot of magic in them to be found, and players/PCs eventually become rather adept at finding it. This is fine with me; also keep in mind 1e as a system is also pretty good at destroying magic items (provided the DM is harsh enough to enforce the RAW around this), leading to more of an easy come, easy go mentality which I much prefer. In town it's also possible to buy whatever random items that other people might be trying to sell; but note the use of the word "random" in there. Sometimes you get lucky and find someone selling exactly what you need, far more often not. [/QUOTE]
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