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my problems with D&D magic item creation--any suggestions?
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<blockquote data-quote="masque" data-source="post: 1346355" data-attributes="member: 9792"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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, [spoiler] such as while the divine embodiment of Entropy slowly extinguishes the flaming sky [/spoiler], so all's good.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="masque, post: 1346355, member: 9792"] 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, [spoiler] such as while the divine embodiment of Entropy slowly extinguishes the flaming sky [/spoiler], 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. [/QUOTE]
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