• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

my problems with D&D magic item creation--any suggestions?

woodelf

First Post
OK, first of all, i put this here instead of House Rules 'cause i don't have any new rules to propose, i'm just looking for discussion.

With that out of the way: I've been thinking mightily about magic item creation for D&D, prompted in large part by reading Power Classes: Artificer and reading about The Artificer's Handbook. Now, i've never been happy with magic item creation in D&D. D&D3E fixed a lot of the issues, but it still needs w,rk, IMHO. Specifically, i have two main issues:

1: XP cost. yes, there needs to be a mechanism for limiting magic item creation. I'm not sure this is the best one. I'd probably be ok with it, if it carried with it some sort of guarantee--in most games where character possessions are point-costed, the point cost makes the item as much a part of the character as any other aspect (such as a skill or power/spell). In D&D3E, you could spend a whole bunch of XP, lose the item, and you're just SOL. It seems to compound the "balance" issue, rather than solving it. Also, it has some rationale problems: why does doing this cost the character power/experience, when the item is most clearly not ap art of the person? Why doesn't it gain them anything (in terms of experience)? And if you're investing some of your power into the item, why doesn't the itemhave some sort of tie to you? I haven't read the Artificer's Handbook rules in depth yet, but the spell slots technique seems like a possible solution. But it also seems like it has its own problems, in terms of in-character rationale. Again, why does the character lose magical power when investing the item, but then gain it back once the item is finished? At least the XP cost method is consistent: you invest some power, and it's gone. Also, the spell-slot method introduces another problem--see the next point.

2: Disconnect between magic items and the rest of the magic system, and between magic items and magic-item-creators. On the first part, 3E went a long way to fixing this: between prerequisite spells and generalized rules for converting a spell to an item effect, there's now a considerable connection between spells and magic items. Arcana Unearthed improves this significantly with its cost modifiers for putting spells into items. But weapons and armor still are special cases: compare the costs for +X weapons with the costs of making items with Magic Weapon spells, and the fact that they're treated differently from other items when it comes to disenchantment/antimagic/etc. On the second part, a ring of cloudwalking is a ring of cloudwalking, no matter who makes it. It doesn't matter i fthe creator was a wizard or cleric, a specialist or generalist, or anything of the sort. Yes, it might be easier for one person to make it than another, but the result is the same--there's no individuality to it. The related converse problem is that spellcasting and item creation go hand-in-hand. There's no way to create a character who, say, brews magic potions, but isn't a spellcaster. Perhaps more importantly, there isn't the incentive to make an item instead of casting the spell, beyond saving your spell slots--there's no such thing as being able to enchant an item, albeit perhaps via an arduous and time-consuming process, with an effect that you can't do as a spell. Similarly, there's no such thing as the, say, dwarven crafter whose works are so good as te be effectively magical (in game terms, enchanted objects, but the crafter has no spellcasting ability). [Again, talking in the core rules--i'm aware of some options for such things--though i don't think i've seen any D20 System supplements that don't use spellslots and "virtual" spellcasting as the basis.]

So, i'm wondering what ideas people have, or have seen, that might address thise "problems"? To toss out a few of my own:
--rituals/processes/materials that substitute for spell knowledge
--high Craft skill, rather than spellcasting ability, being the eligibility for some Item Creation feats.
--Spellcraft, or a new "magic theory" skill being used for item creation, rather than caster level/spell knowledge
--let anyone, not just the creator, pay the XP cost (probably normally has to be voluntary, but special rituals/spells can force others to pay--thus the whole "sacrificing virgins to make the evil magic go" plot element)
But most of these are just patches.

I'm really stymied on the cost/balance thing. XP seems "unfair", since it introduces an element of the character's total cost than can easily be taken away (and i don't like the Hero solution that an item paid for with XP is "part of " the character on a narrative level, and simply can't be taken away permanently without player permission--fine for some items, but not items in general). Monetary cost seems too arbitrary, and too easily circumvented. Spell slots might work (have to see the Artificer's Handbook system in detail), but tie item creation even more to spellcasting, which i don't like. And it seems like mostly a non-cost, since aren't groups going to mostly handle item-creation during downtime whenever possible, for boringness reasons if not cost reasons? I mean, even if you ignore the lack of spells for adventuring, would n't the lack of time (you're spending how many hours crafting) kill it for in-play happenings, in general? Spell slots seem like a great way to limit power based on character level, but a lousy way to actually give the items a cost. There's uses per unit time--the Artificer (Power Classes) effectively does this with the charged item every X levels--but that seems like a really artifical limit. Any ideas for other costs that are semi-quantifiable (the AD&D1/2 method that often boiled down to "go on a quest of arbitrary difficulty, depending on the whim/orneriness of the GM" just is a no-go), actually limit item creation (so the creators don't run the show, especially in games with copious downtime), but don't cost the creators unfairly (such as by charging a non-renewable resource for a non-permanent item)?
 

log in or register to remove this ad

reiella

Explorer
You may want to look at EQ (GMG and Al'Kabor's Arcana specifically) for a similiar system to what you suggest.

For the most part, player created magic items require Trade Skills first and the assistance of Spellcasters to introduce much of the magical benefit.

Diverging from the base-line of the Trade skill items, however, does follow the 3e baseline, with a small exception in that every new 'quirk' you wish to add (ie, competence bonuses) requires a unique feat. They also require a much higher trade skill check in order to successfully create.

Although it still has a problem of the mentioned of XP as a cost factor in the secondary system.

Personally, I've recently shifted my live (DnD3e) campaign over to an xp free system (and I just level the characters up when I'm ready for it, the players were ok with the shift :p). I've yet to actually have to approach that problem since my players don't want to item craft (initially for the reasons stated, becoming an Item Crafter for your party often costs you). At the moment, I'm considering using a base rule of 5 * the xp expended in 'services rendered' or 'power components'. For 'simple' / 'cheap' items I will most likly just have it be abstracted flavor in terms of the gp cost (the inks and papyrus for scrolls are more expensive), and use power components for the big items.

If you stick with the XP cost, allow other people to pay the XP (willingly), it's just easier on the spellcaster. Sacrifices work real nicely for flavor as well (and is something I plan to use as a 'Power Component', although it hasn't come up).
 

I don't know if you want to resculpt your magic system, but The Elements of Magic revised edition will contain rules for creating any type of magic item out of spells, and provides for rules that let allies donate their XP to create spells.

There's been a bit of discussion about it at the E.N. Publishing forum on these boards.

I haven't had many players make permanent magic items in my games, except for one Frostbrand way back in 2nd edition, but I tend to try out a half-dozen house rules whenever I start up a new game.
 

johnsemlak

First Post
So, i'm wondering what ideas people have, or have seen, that might address thise "problems"? To toss out a few of my own:
--rituals/processes/materials that substitute for spell knowledge
--high Craft skill, rather than spellcasting ability, being the eligibility for some Item Creation feats.
--Spellcraft, or a new "magic theory" skill being used for item creation, rather than caster level/spell knowledge
--let anyone, not just the creator, pay the XP cost (probably normally has to be voluntary, but special rituals/spells can force others to pay--thus the whole "sacrificing virgins to make the evil magic go" plot element)
But most of these are just patches.

I would second making the craft skill more important, and/or perhaps spellcraft.

I would like magic items to require rare materials that are expensive or difficult to find. However, I can understand this style may not suit everyone.

I personally ditch the xp requirements IMC. I like the Artifacer's Handbook., but it's incredibally complicated (in part because it has to work within the core rules, yet present a viable option to the core rules). For example, they don't adequately solve the problem of which spell is appropirate for a +1 Sword.

oh, btw, will Unearthed Arcana have an varient rules on magic item creation?
 

Cbas10

First Post
We've had very few problems with the current systems for magic item creation detailed in the PHB and DMG. I think the XP costs for items are spot-on, in the sense that a wizard is not merely saying "Poof! I can cast spells and can just make things permanent with an extra couple of words." He is channeling part of his essence into an object and is making it "stick" to that object. Thus, if he is placing some of "himself" into it, the best way to symbolize this (with the D&D level and stats systems) is XP. This is for the same reason that undead drain levels or ability scores; they are taking away the very same life "essence."

I do, however, strongly encourage the use of the "Power Components" optional rule. Some creatures, events, and substances are just inherently magical (either directly or sympathetically). These things carry the "essence" of magic into an item instead of requiring the creator to do so. In the game, this allows for two things: 1) more mini- (or not so mini-) adventures revolving around the search for such components, and 2) an outlet for the players to get creative and tell the DM "I think this type of item would be created with such and such items under this and that sort of circumstance;" allowing the players to have some more input to the game and their place within it.

In fact, in my games, using Power Components is the normal way to create magical items. Spellcasters that create items without Power Components and spend XP instead are either desperate for time/resources or want to create items that are more inherently tied to them. One example of this is a wizard trying to track down a staff he created by spending XP: the Scrying spell normally only allows the caster to view people or creatures, but he could Scry directly on the staff itself (thus, bypassing the current possessor's saving throw). I also do some odd ad-hoc effects depending on the storyline and characters involved; creators might have a bonus to save against items they create if they even need to save at all, said items are more likely to develop intelligence and personality over time without the need for additional enchantments, casters might be able to use metamagic in conjunction with spell trigger/completion items that THEY create by spending XP, and other possible situations can easily exist.
 

masque

First Post
In my game, at least for weapons and armor, there is no XP component, but it ends up taking time. Lots of time. 4.5 years for a +1 weapon, and it goes way up from there. Plus, you've got to really know your way around the forge.

The weapon and masterwork costs and DCs remain the same. The "magical" component has its cost converted to copper pieces instead of silver pieces, and the DC is upped to 30. The weapon counts as magical for piecing DR, but not for disjoining, dispelling, antimagic, detecting, or certain monsters in the world that are immune to magic weapons. Basically, it has the best of being both a magical weapon and a normal weapon.

If the smith has a spellcaster to help, the helper makes Spellcraft DCs at the same DC that the smith makes Craft DCs, and the spellcaster may only help on the magical component. But while having a spellcaster around dramatically reduces creation time, it also makes the weapon count as a magical weapon in all respects (disjoining, dispelling, etc). Another smith generally can't assist, due to differences in smithing techniques, etc.

Now, if a PC decided to train up an NPC to masterhood and then work on an item with them, I suppose I'd allow it, considering the time that's been invested (but while they're willing to spend years on a sword that will last them a century or more, my immortal PCs don't want to spend the time teaching a human that will die in mere decades; that's just depressing, after all).

This probably only works in a very limited subset of campaigns. It is feasible in mine since the PCs are immortal (the last of a dead race, the first children of the gods), levels are story awards (which generally prevents the other PCs from running off and adventuring on their own), I am generous with downtime, and the players of the PCs are comfortable with spending five years or so settled into one place while one of the party smiths his little heart out (run on sentence!). Now, if they were to take downtime in the middle of a time-sensitive plot, I'd be merciless but fair, but they haven't taken a century of downtime at a stupid time,
such as while the divine embodiment of Entropy slowly extinguishes the flaming sky
, so all's good.

Hope that's useful in some way. I suppose if you wanted it to take less time (say, by a factor of 10), the magical component could be calculated in silver pieces, like the rest of the Craft costs.
 

der_kluge

Adventurer
I would offer some opinions, but everything I would have to say is already pretty much covered in the Artificer's Handbook. :)

John, the topic of which spell is appropriate for a +1 sword is covered. See page 10: Specific Spells and Item Creation.

As the last sentence of this section indicates, forcing a spell like magic weapon to create a +1 is a GM call, since sorcerers or bards who don't bother to take that spell could never create a magic weapon. If that's an ok limitation for you, then by all means, force the limitation. It kind of depends on the campaign level (low, medium, high), which is optioned out at the top of pg. 11.


BTW, I'm 95% complete with the errata for Artificer's Handbook. This includes a fair amount of clarification as well, so that might clear up some stuff for people once it's released. I just have to muck my way through appendix II, which I'm dreading. :)
 

johnsemlak

First Post
die_kluge said:
I would offer some opinions, but everything I would have to say is already pretty much covered in the Artificer's Handbook. :)

John, the topic of which spell is appropriate for a +1 sword is covered. See page 10: Specific Spells and Item Creation.

sorry dk, I was wrong to say 'not adequately covered'. What I meant to point out is that the book (i.e. you :)) directly states that it is not clear which spell is directly connectied to magic weapon creation, though you do offer suggestions.

I'm looking forward to the errata.
 

Ace

Adventurer
What I do with magical items is drop the xp requirement completly-- instead I require power components for everything

In the case a "disposable" items (not wands though which are rechargable IMC) or magic weapons and armor ( or maybe tools) up to +2 (with no other powers) normal stuff has enough magic energy to make them -- A MW item can be "spellsung" to +1 A masterpiece one (see WOT) can become +2.

Everything else uses power components -- If I want the item IMC you can buy the stuff in a major city (use the DMG costs) If not its quest time if you really want it bad enough :)
 
Last edited:

woodelf

First Post
die_kluge said:
I would offer some opinions, but everything I would have to say is already pretty much covered in the Artificer's Handbook. :)

John, the topic of which spell is appropriate for a +1 sword is covered. See page 10: Specific Spells and Item Creation.

As the last sentence of this section indicates, forcing a spell like magic weapon to create a +1 is a GM call, since sorcerers or bards who don't bother to take that spell could never create a magic weapon. If that's an ok limitation for you, then by all means, force the limitation. It kind of depends on the campaign level (low, medium, high), which is optioned out at the top of pg. 11.

Without asking you to give away the farm, does the Artificer's Handbook "solve" any of the other problems with weapons/armor:

Magic weapons with special abilities, but no bonus? [Yes, you can do this with teh core system, too--but not officially. Though i can't see any reason, mechanically, why not, or why it would be unbalanced.]
Does it either treat weapons and armor the same as other magic items, with respect to things like --hmm, i *was* going to refer to dwarves having problems with magic items except weapons/armor, but then i realized i'm thinking of AD&D1/2. Are their any other artifacts like this left in the system (where weapons/armor are treated differently than other continuous-operation magic items)? If so, does Artificer's Handbook provide an excuse to explain them consistently?

As to your comment above: i don't see why requiring someone to know Magic Weapon to make a magic sword is any more severe of a restriction than demanding they know bull's strength and telekinesis if they want to make a ring of the ram. It certainly bugs me less than a special exception for magic swords does.
 

Remove ads

Top