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My problem with the "standard" level of magic
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<blockquote data-quote="reanjr" data-source="post: 1692016" data-attributes="member: 20740"><p>Does anyone else think Craft Magic Arms and Armor should be available expert craftsmen?</p><p></p><p>Craft Magic Arms and Armor [Item Creation]</p><p></p><p>Prerequisite: Caster Level 5th OR 10 ranks in either Craft(Weaponsmithing) or Craft(Armorsmithing)</p><p></p><p>Benefit: [as normal...]</p><p>If you are not a caster, you can make generic magical weapons and armor (you can only apply enhancement bonuses to the item). Follow all the normal rules for crafting a masterwork item of the appropriate variety. To make a +1 item, you must spend an additional month working on the item and succeed at a Craft check DC 25. If the check fails, the attempt is ruined and you are left with only a masterwork item. The item can no longer be enhanced with the Craft skill but only by magic.</p><p></p><p>For each additional enhancement bonus (i.e. a +2 item) you must spend additional time equal to one month more than the previous enhancement and succeed at a Craft check DC 20 + 5 times the bonus. If any single Craft check is a failure, the attempt was too ambitious and you are left with a standard masterwork item. For example: to make a +3 item, you would craft a standard masterwork item. After one month additional work, you have to succeed at a Craft check DC 25. After two more months work, you must succeed at a Craft check DC 30. After three more months (total time of 6 months), you must succeed at a Craft check DC 35. If any of these checks fail, it is a masterwork item only.</p><p></p><p>Optionally, the item may not actually be magical. It functions in every way as a magical item except that it does not show up to detect magic, etc. Legend Lore may reveal something about the item, though. Additionally, you may rule that a weapon does not go through DR/magic. As a plus, though it might still function in an Antimagic field and be immune to Disjunction.</p><p></p><p>Topically, this would be a good choice for a setting where you don't have many spellcasters to create items.</p><p></p><p>An dwarven expert with Skill Focus - Craft (Weaponsmithing) and an Intelligence of 20 at 12th level could have a Craft (Weaponsmithing) modifier of +25. He would be the minimal competency to craft a +5 longsword. Even then, he'd have only a very slim chance of doing so and if he failed, he might have wasted 15 months of his life. He'd automatically succeed on the first check, then he would need a 5, 10, 15, and 20 on his other rolls. According to DMG demographics, the average Large Dwarven City would have on craftsmen so skilled. He might make the attempt 20 times during his long life and only succeed once.</p></blockquote><p></p>
[QUOTE="reanjr, post: 1692016, member: 20740"] Does anyone else think Craft Magic Arms and Armor should be available expert craftsmen? Craft Magic Arms and Armor [Item Creation] Prerequisite: Caster Level 5th OR 10 ranks in either Craft(Weaponsmithing) or Craft(Armorsmithing) Benefit: [as normal...] If you are not a caster, you can make generic magical weapons and armor (you can only apply enhancement bonuses to the item). Follow all the normal rules for crafting a masterwork item of the appropriate variety. To make a +1 item, you must spend an additional month working on the item and succeed at a Craft check DC 25. If the check fails, the attempt is ruined and you are left with only a masterwork item. The item can no longer be enhanced with the Craft skill but only by magic. For each additional enhancement bonus (i.e. a +2 item) you must spend additional time equal to one month more than the previous enhancement and succeed at a Craft check DC 20 + 5 times the bonus. If any single Craft check is a failure, the attempt was too ambitious and you are left with a standard masterwork item. For example: to make a +3 item, you would craft a standard masterwork item. After one month additional work, you have to succeed at a Craft check DC 25. After two more months work, you must succeed at a Craft check DC 30. After three more months (total time of 6 months), you must succeed at a Craft check DC 35. If any of these checks fail, it is a masterwork item only. Optionally, the item may not actually be magical. It functions in every way as a magical item except that it does not show up to detect magic, etc. Legend Lore may reveal something about the item, though. Additionally, you may rule that a weapon does not go through DR/magic. As a plus, though it might still function in an Antimagic field and be immune to Disjunction. Topically, this would be a good choice for a setting where you don't have many spellcasters to create items. An dwarven expert with Skill Focus - Craft (Weaponsmithing) and an Intelligence of 20 at 12th level could have a Craft (Weaponsmithing) modifier of +25. He would be the minimal competency to craft a +5 longsword. Even then, he'd have only a very slim chance of doing so and if he failed, he might have wasted 15 months of his life. He'd automatically succeed on the first check, then he would need a 5, 10, 15, and 20 on his other rolls. According to DMG demographics, the average Large Dwarven City would have on craftsmen so skilled. He might make the attempt 20 times during his long life and only succeed once. [/QUOTE]
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My problem with the "standard" level of magic
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