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Noncasters making Magical items
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<blockquote data-quote="Yair" data-source="post: 2874367" data-attributes="member: 10913"><p>I really liked the Earthdawn idea of all characters working magic in their own way. In a way, the ability of a warrior to shrug off a sword blow is no less magical than a fireball. Since I have deep reservations regarding gaining levels in D&D, if I were you and running your campaign I would associate level gain with "subsuming" some of the divine energy left behind after the death of the gods. Essentially, the characters become more than human as they grow in levels, they attain some semblance of the divine.</p><p></p><p>Under this premise, I would not insist on having skills to make magic items. Rather, I would work with every player that wants to make one to allow him to create one as an "artifact". I would require thematic elements instead of spells and so on. To forge a Lightning Strike Longsword you'll need some Craft (Weaponsmith) ranks, and to trap the essence of Lightning in the rod forged to make the sword (perhaps forge it at a magical place that's always bombarded by lightning?). Or maybe, taking a page from Earthdawn, you could unleash its powers after learning how that it was forged in the blood of the dead storm god. </p><p>I would price the items as normal and keep track of wealth as normal. What's matters ultimately is to keep the characters at the right power level, if I'll give such items I'll just give less treasure to the fighter and so on.</p><p></p><p>Since you're not me, you may not like this solution. If you want to stay closer to D&D, I would replace the Caster Level requirement with ONE skill. That is already a heavy investment in a skill that is, otherwise, not useful at all to the character. I would make that skill a class skill for all characters (otherwise it doesn't work). I'm not sure if the right skill is Spellcraft or Knowledge (Arcana), I think the latter works better. It's cooler to know about dragons and mystic stuff, especially as the characters won't be able to mimic spell effects.</p></blockquote><p></p>
[QUOTE="Yair, post: 2874367, member: 10913"] I really liked the Earthdawn idea of all characters working magic in their own way. In a way, the ability of a warrior to shrug off a sword blow is no less magical than a fireball. Since I have deep reservations regarding gaining levels in D&D, if I were you and running your campaign I would associate level gain with "subsuming" some of the divine energy left behind after the death of the gods. Essentially, the characters become more than human as they grow in levels, they attain some semblance of the divine. Under this premise, I would not insist on having skills to make magic items. Rather, I would work with every player that wants to make one to allow him to create one as an "artifact". I would require thematic elements instead of spells and so on. To forge a Lightning Strike Longsword you'll need some Craft (Weaponsmith) ranks, and to trap the essence of Lightning in the rod forged to make the sword (perhaps forge it at a magical place that's always bombarded by lightning?). Or maybe, taking a page from Earthdawn, you could unleash its powers after learning how that it was forged in the blood of the dead storm god. I would price the items as normal and keep track of wealth as normal. What's matters ultimately is to keep the characters at the right power level, if I'll give such items I'll just give less treasure to the fighter and so on. Since you're not me, you may not like this solution. If you want to stay closer to D&D, I would replace the Caster Level requirement with ONE skill. That is already a heavy investment in a skill that is, otherwise, not useful at all to the character. I would make that skill a class skill for all characters (otherwise it doesn't work). I'm not sure if the right skill is Spellcraft or Knowledge (Arcana), I think the latter works better. It's cooler to know about dragons and mystic stuff, especially as the characters won't be able to mimic spell effects. [/QUOTE]
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