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General Tabletop Discussion
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Musings about Magic Item Creation, Creation Time, and Cost
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<blockquote data-quote="Kae'Yoss" data-source="post: 3514117" data-attributes="member: 4134"><p>While looking up town wealth limits and magic item availability, I came to wonder about magic item creation:</p><p></p><p>The way it is written now it takes quite some time and costs not only material but also XP.</p><p></p><p>It struck me as odd how any magic items would be done. </p><p></p><p>First, there is the time factor. It might be alright for some professional crafter and seller of magical items to take a couple of weeks making that powerful sword, but heroes often don't have the time - villains won't wait for them, at least, it's like this in many campaigns I played and which I ran. Plus, I don't like the idea that you have to have to bewitch that piece of metal week after week to make it become more magiced. </p><p></p><p>The other thing is the cost. You have to blow some of your experience to make it all work. That might be okay for your hero type who will get it back in a day, but it doesn't work too well for those who want to make magic items full time. Once in a while, he'd have to go out and kick some monsters to get "fuel for his magic forge". And it's not that unlikely that he will earn more coin in those few hours of danger and excitements, looting monsters and dungeons, than in the weeks to come, where he will blow the newly-gained experience on some magical bauble he will sell for twice the money he has put into it.</p><p></p><p></p><p>So I thought of this: let there be two ways of creating magic items: The quick and dirty way, and the slow but steady way. </p><p></p><p>You can create magic items whose prerequisites you meet. It takes 1 day per 1000 gp, and special magical materials and ingredients equal to half the market price - but no XP. The power comes from the special materials you used, as well as the magic you cast over and over (we could say that the caster has to the spells twice per day, or even that he has to leave all spell slots - except for those you need to create the item - blank, to simulate pouring all your power into the item.)</p><p></p><p>The other way is to create the magic very quickly. Maybe 10 times as fast as usual (with several cheap ones being created on a single day), or even all in one day. But you won't just have to pay half (or even 3/4) of the market price in special ingredients, but also some amount of your very self (read: XP). </p><p>We could say that if you hire someone to create an item with the fast method, you'll have to recompense him for his loss of XP (let's say the usual 5gp per XP spend, on top of the normal market price)</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 3514117, member: 4134"] While looking up town wealth limits and magic item availability, I came to wonder about magic item creation: The way it is written now it takes quite some time and costs not only material but also XP. It struck me as odd how any magic items would be done. First, there is the time factor. It might be alright for some professional crafter and seller of magical items to take a couple of weeks making that powerful sword, but heroes often don't have the time - villains won't wait for them, at least, it's like this in many campaigns I played and which I ran. Plus, I don't like the idea that you have to have to bewitch that piece of metal week after week to make it become more magiced. The other thing is the cost. You have to blow some of your experience to make it all work. That might be okay for your hero type who will get it back in a day, but it doesn't work too well for those who want to make magic items full time. Once in a while, he'd have to go out and kick some monsters to get "fuel for his magic forge". And it's not that unlikely that he will earn more coin in those few hours of danger and excitements, looting monsters and dungeons, than in the weeks to come, where he will blow the newly-gained experience on some magical bauble he will sell for twice the money he has put into it. So I thought of this: let there be two ways of creating magic items: The quick and dirty way, and the slow but steady way. You can create magic items whose prerequisites you meet. It takes 1 day per 1000 gp, and special magical materials and ingredients equal to half the market price - but no XP. The power comes from the special materials you used, as well as the magic you cast over and over (we could say that the caster has to the spells twice per day, or even that he has to leave all spell slots - except for those you need to create the item - blank, to simulate pouring all your power into the item.) The other way is to create the magic very quickly. Maybe 10 times as fast as usual (with several cheap ones being created on a single day), or even all in one day. But you won't just have to pay half (or even 3/4) of the market price in special ingredients, but also some amount of your very self (read: XP). We could say that if you hire someone to create an item with the fast method, you'll have to recompense him for his loss of XP (let's say the usual 5gp per XP spend, on top of the normal market price) [/QUOTE]
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