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<blockquote data-quote="Staffan" data-source="post: 6562702" data-attributes="member: 907"><p>3e allows magic item creation as early as level 1 (for scrolls), but requires that you spend feats in order to be able to make them - core 3e had eight of those feats (scrolls at 1st, potions and wondrous items at 3rd, arms & armor and wands at 5th, rods at 9th, rings and staffs at 12th), with some additional books adding new item categories with associated feats. There's no need for a fixed investment in a lab or anything like that - Pathfinder even specifically allows you to make items on the road, albeit at a slower pace.</p><p></p><p>Wizards get the Scribe Scroll feat for free at 1st level, and bonus feats every 5th level that can, among other things, be used for item creation feats. Other casters have to spend their "regular" feats in order to be able to make items.</p><p></p><p>5e lies somewhere between AD&D and 3e in this regard. There are level requirements based on item rarity (3rd, 6th, 11th, or 17th level), and you need to locate (or invent, I guess) a formula for creating each specific item - just because you have figured out how to create a <em>wand of magic missiles</em> it doesn't mean you can create a <em>wand of lightning bolts</em>. In addition to monetary costs, the game specifically includes the possibility of exotic ingredients. It also takes a loooong time, particularly compared to 3e. An "uncommon" item (low-power items like a <em>cap of breathing</em>, or a <em>cloak of elvenkind</em>) takes 20 days to make. For each tier higher than that, multiply that by <strong>10</strong>. So a very rare item like a flying carpet would take 2000 days (almost 6 years), and a legendary item would take 20,000 days (55 years).</p><p></p><p>Most notably, compared to 3e and even 2e, all the stuff about making items is in the DMG, meaning most players won't have preconceived notions on the topic, and making it very easy to change. In 3e, the item creation feats were right in the PHB, with some having their rules and costs explained right there and then (scrolls, potions, and wands, all of which had very straightforward formulaic costs). 2e left most of the item creation stuff in the hands of the DM, but IIRC the PHB did say that you could make items starting at 9th level (7th level for clerics making healing potions).</p></blockquote><p></p>
[QUOTE="Staffan, post: 6562702, member: 907"] 3e allows magic item creation as early as level 1 (for scrolls), but requires that you spend feats in order to be able to make them - core 3e had eight of those feats (scrolls at 1st, potions and wondrous items at 3rd, arms & armor and wands at 5th, rods at 9th, rings and staffs at 12th), with some additional books adding new item categories with associated feats. There's no need for a fixed investment in a lab or anything like that - Pathfinder even specifically allows you to make items on the road, albeit at a slower pace. Wizards get the Scribe Scroll feat for free at 1st level, and bonus feats every 5th level that can, among other things, be used for item creation feats. Other casters have to spend their "regular" feats in order to be able to make items. 5e lies somewhere between AD&D and 3e in this regard. There are level requirements based on item rarity (3rd, 6th, 11th, or 17th level), and you need to locate (or invent, I guess) a formula for creating each specific item - just because you have figured out how to create a [I]wand of magic missiles[/I] it doesn't mean you can create a [I]wand of lightning bolts[/I]. In addition to monetary costs, the game specifically includes the possibility of exotic ingredients. It also takes a loooong time, particularly compared to 3e. An "uncommon" item (low-power items like a [I]cap of breathing[/I], or a [I]cloak of elvenkind[/I]) takes 20 days to make. For each tier higher than that, multiply that by [B]10[/B]. So a very rare item like a flying carpet would take 2000 days (almost 6 years), and a legendary item would take 20,000 days (55 years). Most notably, compared to 3e and even 2e, all the stuff about making items is in the DMG, meaning most players won't have preconceived notions on the topic, and making it very easy to change. In 3e, the item creation feats were right in the PHB, with some having their rules and costs explained right there and then (scrolls, potions, and wands, all of which had very straightforward formulaic costs). 2e left most of the item creation stuff in the hands of the DM, but IIRC the PHB did say that you could make items starting at 9th level (7th level for clerics making healing potions). [/QUOTE]
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