Deadguy said:
I've played in a game like that, and one really annoying thing that cropped up was the way that every game session turned into a 'dismantle the monster' discussion or a 'find the strange herb/stone/slime/etc' exercise. It gets old very fast and really bogs down play. I hope that the book has some discussion for how to incorporate this approach smoothly into the game.
Strangely, the flip side also bothers me about this approach. It puts the whole process of item creation into the DM's hands. One thing I like about the current system is that once you 've correctly costed a magic item, a spellcaster who has invested in the right feats can make it. It's up to the PC to decide whether that use of resources is a good one, not whether the DM feels like giving them access to the components.
Sorry if this seems negative. I just like the way the current system works in principle (in practice I agree that there's still work to be done on getting the balance of the Item Creation Feats right). Still, I fully expect to buy the book just to rip off ideas for the peripheral aspects of item creation you mention!
You're absolutely right, Deadguy. While I think there is a little bit of discussion concerning this, a lot of time is not spent on it. Basically, there's a tradeoff there, as you mention. We have the formula (as mentioned in the other discussion) to calculate the creation cost. How the GM forces the player to spend this is up to them. My own personal preference is for the cost to be absorbed as components that are sought after. In the end, I think a combination of purchased items (gems, herbs, alloys), and maybe 1 or 2 "found" things is the best balance.
Playing mortician after every kill is probably not feasible, since most things wouldn't last in that fashion. I think the example we use in the book is a troll's bladder. Not only would it becomr rotten fairly quickly, but think of the smell!
I would contend that most simple magic items could be fashioned from things purchased in a large town - jewels, metals, craftsmanship, herbs, etc. Once you get into the powerful stuff (10,000gp+) items, should you require specialized components.
One of the more interesting lists of components are what we call "weird" components, which include things like a monkey off someone's back, a sigh of relief, or a stitch in time. Just watch your players squirm when you tell them that the powerful rod they are trying to create requires a "stitch in time" to create.