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my problems with D&D magic item creation--any suggestions?
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<blockquote data-quote="reiella" data-source="post: 1345754" data-attributes="member: 160"><p>You may want to look at EQ (GMG and Al'Kabor's Arcana specifically) for a similiar system to what you suggest.</p><p></p><p>For the most part, player created magic items require Trade Skills first and the assistance of Spellcasters to introduce much of the magical benefit.</p><p></p><p>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.</p><p></p><p>Although it still has a problem of the mentioned of XP as a cost factor in the secondary system.</p><p></p><p>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 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":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.</p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="reiella, post: 1345754, member: 160"] 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). [/QUOTE]
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