small pumpkin man
Explorer
It's also not the case in 4e. We know you can make magic items with rituals.Patryn of Elvenshae said:This is wrong.
It's also not the case in 4e. We know you can make magic items with rituals.Patryn of Elvenshae said:This is wrong.
Patryn of Elvenshae said:This is wrong.
It is in my campaign, thank you very much, magic item creation is an important part of the setting. It also is in Eberron, a WotC offical setting, however I see your style fitting better into a purer PoL style setting ala Dying Earth or Hyboria. We can only hope the rules easily support both styles of play.Syrsuro said:*snip*
1) Magic item creation - by anyone - should be so uncommon an event that the players simply don't have access to the knowledge of how items are made. So if they should want to make an item, finding out how it is made should be the result of an exhaustive search for that knowledge. It is just not commonly available information.
Syrsuro said:*snip*
however I see your style fitting better into a purer PoL style setting
Syrsuro said:This is wrong.
Ok, not totally.
2) Magic item creation - by anyone - should be a time and labor intensive process. Thus time spent making items is time spent away from adventuring. So while retired adventurers may make items, few active one will want to. Not that they can't, they just have better things to do.
The problem with the 3.x RAW is that it eliminated both of these obstacles, making the 'how' a matter of common knowledge and trivializing the time requirement by reducing it to days.
Syrsuro said:So I would say: Players should not be routinely making magic items, for two reasons.
1) Magic item creation - by anyone - should be so uncommon an event that the players simply don't have access to the knowledge of how items are made. So if they should want to make an item, finding out how it is made should be the result of an exhaustive search for that knowledge. It is just not commonly available information.
2) Magic item creation - by anyone - should be a time and labor intensive process. Thus time spent making items is time spent away from adventuring. So while retired adventurers may make items, few active one will want to. Not that they can't, they just have better things to do.
How can magic ever be anything other than mundane when most classes are casters, many from 1st level? When wizards get scribe scroll from level one.Syrsuro said:The 3E rules forced that bit of 'balance' on the game (unless you houseruled it away somehow). And the consequences of that decision had long-reaching effects throughout the game, ending up in magic losing its mystique and appeal and becoming mundane.
The ancients, the campaign world's equivalent of the Atlanteans, Numenoreans, Sueloise or whatever. Privy to knowledge now long forgotten.Patryn of Elvenshae said:Surely, someone is out there making magic items (if not with any great frequency), and if they learned how to do it, the PC's can too.
In FR it is clearly the spellplague which made creating items more difficult. In core PoL it was known in Bael Turath, but this kingdom is lost...Lizard said:Then who the hell is making all the items which litter a D&D world, and why? The world is filled with magic, including many trivial items of low power. Who spends a year of their life making, say Murlynd's Spoon or Feather Token -- anchor? And if it doesn't take a year -- if it takes a week -- then why can't the PCs learn it? SOMEONE is making all this crap, a LOT of someones to account for it all, and it's hard to image that PCs who can figure out who the leader of the assassin's guild is with two Gather Information checks can't figure out where the +1 swords are coming from.
"PCs can't make magic items" is sort of the anti-precious-snowflake argument; instead of PCs being able to do things no one else can do, it becomes that every petty hedge wizard and twopenny sorceror can do things no PC can.
(If you argue "They come from the long long ago, from the before time", you still have to explain how knowledge so common became lost, especially when other magical knowledge -- such as, say, spells -- is still around. And of course, if there's "lost knowledge" to be found, PCs will find it.)
From what I can tell, 4e solves the problem of PCs making magic items by mostly wussifying magic items, so that they grant once-per-encounter or 1 encounter/day bonuses instead of constant, ongoing, effects. I don't disapprove of this at all.