Monte Cook?


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Psion said:


You mean the magic items, right? (That's the only magic the DMG spends a lot of time on.) Yeah, I can sort of see that.

But at the same time, I can sort of see why the system needed made more consistant/less abusable with the stacking rules and so forth.

I think 90% of the blame for lack of mystery in magic items lies with the identify spell.

That said, I would like to see (make?) more flavorful rules for creating magic items than "pour XP and GP in, magic item comes out." The old Tome of Magic rules for magic items went way too excruciating depths to make a magic item; the DMG is more towards the other extreme. I would like to see something in the middle.

I found an easy solution for this in my campaign. The magic items required to more items.

1. Formula - Just what it sounds like the formula for making the item. Some things are simple like scrolls and potions. Others more complicated. A player can research this or find a formula.

2. Components - Half the GP cost for an item is in exotic components. Sometimes these can be found and sometimes these can be purchased. Mages hired to make magic items with exotic components will often require the PC to go gather those components to make the magic item.
 

d20Dwarf said:
How can you trust someone who is always "at home?"

:D
;)

Edit: BTW, Wil, congratulations on your promotion to 13th. Must be recent, since your DND-R emails still have you as 12th... (?)

;)
 
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