Li Shenron
Legend
If you are playing in the Midnight setting, what is your opinion about the Spellcasting system? What about how magic items are treated in the campaign, especially regarding availability and creation? Can you use the second along with the core D&D spellcasting system instead?
As I was trying to write down some guidelines to handle magic items differently in a campaign, I stumbled upon the Midnight setting book (I was actually looking for regional ideas...) and noticed the aforementioned rules. Besides spellcasting which I anyway want to keep it as it is in core D&D, how magic items are handled in Midnight is almost exactly what I was thinking myself!
The most critical part of integrating the Midnight system in a classic D&D campaign is about magic item creation. Since money means little more than nothing in this system (you cannot buy or sell magic equipment), crafting a magic item has NO money cost. Clearly the DM has to introduce some other restrictions, otherwise the consequences are obvious and especially dire for low-cost items like scrolls, potions and wands, whose Xp cost is often negligible.
Before reading these rules in Midnight, I thought about several possibilities: (1) increasing the Xp cost, (2) increasing the crafting time, (3) giving spell-storing items an expiration date, (4) hard-limiting the number of items per person at any time, (5) using UA craft points. At the end the only feasible one was the (1), and I thought about raising the cost in Xp equal to 1/5 of the market price.
Midnight keeps the time and Xp cost unchanged, and eliminates the Gp cost, but leaves it wholly in the hands of the DM by restricting item creation to Nexus locations. How easy is it to use and balance such a thing in a non-Midnight campaign?
Making money useless raises other issues, among which how to adjudicate expensive material and focus components, however it would be a very nice change to try out. A benefit would be to eliminate the pathetic habit of loot* everything / sell everything / buy what you need
and another one would be to encourage mundane investments of the treasure.
*PC may still want to loot for magic items, but their powers will be tied to individuals by further rules to come to limit looting
As I was trying to write down some guidelines to handle magic items differently in a campaign, I stumbled upon the Midnight setting book (I was actually looking for regional ideas...) and noticed the aforementioned rules. Besides spellcasting which I anyway want to keep it as it is in core D&D, how magic items are handled in Midnight is almost exactly what I was thinking myself!
The most critical part of integrating the Midnight system in a classic D&D campaign is about magic item creation. Since money means little more than nothing in this system (you cannot buy or sell magic equipment), crafting a magic item has NO money cost. Clearly the DM has to introduce some other restrictions, otherwise the consequences are obvious and especially dire for low-cost items like scrolls, potions and wands, whose Xp cost is often negligible.
Before reading these rules in Midnight, I thought about several possibilities: (1) increasing the Xp cost, (2) increasing the crafting time, (3) giving spell-storing items an expiration date, (4) hard-limiting the number of items per person at any time, (5) using UA craft points. At the end the only feasible one was the (1), and I thought about raising the cost in Xp equal to 1/5 of the market price.
Midnight keeps the time and Xp cost unchanged, and eliminates the Gp cost, but leaves it wholly in the hands of the DM by restricting item creation to Nexus locations. How easy is it to use and balance such a thing in a non-Midnight campaign?
Making money useless raises other issues, among which how to adjudicate expensive material and focus components, however it would be a very nice change to try out. A benefit would be to eliminate the pathetic habit of loot* everything / sell everything / buy what you need

*PC may still want to loot for magic items, but their powers will be tied to individuals by further rules to come to limit looting