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my problems with D&D magic item creation--any suggestions?
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<blockquote data-quote="Cbas10" data-source="post: 1346158" data-attributes="member: 6459"><p>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."</p><p></p><p>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.</p><p></p><p>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 <em>Scrying</em> spell normally only allows the caster to view people or creatures, but he could <em>Scry</em> 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.</p></blockquote><p></p>
[QUOTE="Cbas10, post: 1346158, member: 6459"] 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 [i]Scrying[/i] spell normally only allows the caster to view people or creatures, but he could [i]Scry[/i] 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. [/QUOTE]
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