IMO having the 5% failure to cursed item rate apply to manufactured items makes sense to me. After all, FOUND items were MADE items at one point. It seems silly to think that a Wiz-3 potion making PC with brew potions after mods is UNABLE to screw up a potion of spider climb but the 17th level NPC wizard brew potion cannot because he is a PC vs an NPC.
One of the themes of DND3e was to make things the same for PC and NPC right?
However, given the way the rules are written and the ambiguity as to whether they should directly apply, i would definitely make this known BEFORE anyone takes an item feat or begins a character whose concept is item maker. If this did occur in the middile of things, I would simply say "not worth a change" and let it slide. (If a GM did not want to be that lenient he should allow the character to change if the 5% is too much hassle for him to want to continue the character. Thats the minimum i would expect.)
Meanwhile, i will note that not all the curses are lethal or item killers. The will save 15 or drop wisdom type things can simply be flavor. In my game a found ioun stone for dex +2 has a curse/flaw and requires a will save each time its activated or take 1 point of wisdom damage. its still used regularly by the sorcerer.
Other curses like "has completely different effects" might even be beneficial.
One of the themes of DND3e was to make things the same for PC and NPC right?
However, given the way the rules are written and the ambiguity as to whether they should directly apply, i would definitely make this known BEFORE anyone takes an item feat or begins a character whose concept is item maker. If this did occur in the middile of things, I would simply say "not worth a change" and let it slide. (If a GM did not want to be that lenient he should allow the character to change if the 5% is too much hassle for him to want to continue the character. Thats the minimum i would expect.)
Meanwhile, i will note that not all the curses are lethal or item killers. The will save 15 or drop wisdom type things can simply be flavor. In my game a found ioun stone for dex +2 has a curse/flaw and requires a will save each time its activated or take 1 point of wisdom damage. its still used regularly by the sorcerer.
Other curses like "has completely different effects" might even be beneficial.