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Pathfinder 1E Pathfinder RPG: No XPs for magic items!


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I'll be removing Item Creation entirely from my game.

With a probable exception carved out for potions, scrolls, and wands.

Quite frankly, anything less is insufficient for "fixing" the Christmas Tree effect. It's not that magic items are bad, it's just that specific magic items in specific combinations are bad. (Big Six.)
 

Wulf Ratbane said:
Quite frankly, anything less is insufficient for "fixing" the Christmas Tree effect. It's not that magic items are bad, it's just that specific magic items in specific combinations are bad. (Big Six.)

Personally, I don't think the combination is bad as much as it's unfortunate that it's a pretty dominant tactic which leads to fairly boring homogenation. The bonuses themselves aren't that hard to deal with.
 

billd91 said:
Personally, I don't think the combination is bad as much as it's unfortunate that it's a pretty dominant tactic which leads to fairly boring homogenation. The bonuses themselves aren't that hard to deal with.
The bonuses are the reason
a) why they are so incredibly useful and became common practice
b) why they are so boring.
 

Frankly, I believe that any wizard that spends so much time making magic items is not adventuring enough and thus not really a PC-type (making scrolls, potions and wands being the exception to me as well).
 

HalWhitewyrm said:
Frankly, I believe that any wizard that spends so much time making magic items is not adventuring enough and thus not really a PC-type (making scrolls, potions and wands being the exception to me as well).
This is why I don't have a problem with them making stuff.
The DM has a lot fo control over what down time the PCs have.

In my games the PCs commonly make "quick" stuff. (which just happen to be scrolls, potions, and wands) But they also make weapons and such. But, because they are time restricted and need to pick what they will make, they almost always go for something more specific rather than Big 6 stuff.
 

The XP costs for magic items was never anything more than a hand-wave for "Adventuring XP that you missed out on because you were busy crafting."

As a mechanic in and of itself, I think it's excellent and elegant.

The larger issue for me is crafting of any kind.

The ability to customize your character leads to unintended and unforeseen consequences.

That's true of anything, though, not just Item Creation: Feats, classes, spells, prestige classes, etc. The larger the "power pool" gets, the more the game breaks down.
 

Wulf Ratbane said:
The XP costs for magic items was never anything more than a hand-wave for "Adventuring XP that you missed out on because you were busy crafting."
Huh. I never thought of it that way. After all, the party usually stays together, so the fighter gets 0 XP during the time the wizard pays however many thousand.
I thought of it more as just an abstraction. Kinda of an "I put my heart and soul" in this thing. It is a bit clunky, but it also wasn't ever really important to anything on screen, so that concept was close enough for me.

As a mechanic in and of itself, I think it's excellent and elegant.
It is fine. I can live with it without issue. But I'm interested in new ideas as well.

The ability to customize your character leads to unintended and unforeseen consequences.
You say that like it is a bad thing.

Seriously, I've found the option of item creation to be a clear net positive to the fun in my gaming experience.
 

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