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General Tabletop Discussion
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PCs Making Their Own Magic Items
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<blockquote data-quote="Balesir" data-source="post: 6032065" data-attributes="member: 27160"><p>When I say "available to buy" I don't necessarily mean that there will be a handy stall in every town - I mean that someone, somewhere will have items and materials to sell for the "right" price. It might require some effort (some sort of Skill Challenge, most likely), but there will be some of what you want available to buy. Unless it just cannot be made - in which case you can forget random "treasure tables" as something that is just residue from ages past will be too rare (or already found and in use) for those.</p><p></p><p>Using a "currency" other than gold for magic items is definitely an interesting idea. I don't think it's necessary to preserve the monetary system - magic items are indivisible large purchases anyway so that their rarity and the incentives to gamble life and limb for them is already plausible - but the generally assumed commonness of consumable items and ritual use is more likely to actually manifest if permanent items require something other than gold.</p><p></p><p>I have seriously considered using "residuum" in 4E in this way; permanent items need residuum to their full value to create, as well as gold for the ritual recipe, and the Disenchant ritual yields 100% of the residuum from the item (so no residuum is ever lost or created). Substitutes for "residuum" such as Ars Magica's "vis" and so on could be envisaged. Such residuum or vis will still be purchasable, but at a price that can be set on a campaign-by-campaign basis to suit the "feel" and magic item rarity desired. This mechanism essentially allows magic items to be moderated in the game world separately from the monetary system.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6032065, member: 27160"] When I say "available to buy" I don't necessarily mean that there will be a handy stall in every town - I mean that someone, somewhere will have items and materials to sell for the "right" price. It might require some effort (some sort of Skill Challenge, most likely), but there will be some of what you want available to buy. Unless it just cannot be made - in which case you can forget random "treasure tables" as something that is just residue from ages past will be too rare (or already found and in use) for those. Using a "currency" other than gold for magic items is definitely an interesting idea. I don't think it's necessary to preserve the monetary system - magic items are indivisible large purchases anyway so that their rarity and the incentives to gamble life and limb for them is already plausible - but the generally assumed commonness of consumable items and ritual use is more likely to actually manifest if permanent items require something other than gold. I have seriously considered using "residuum" in 4E in this way; permanent items need residuum to their full value to create, as well as gold for the ritual recipe, and the Disenchant ritual yields 100% of the residuum from the item (so no residuum is ever lost or created). Substitutes for "residuum" such as Ars Magica's "vis" and so on could be envisaged. Such residuum or vis will still be purchasable, but at a price that can be set on a campaign-by-campaign basis to suit the "feel" and magic item rarity desired. This mechanism essentially allows magic items to be moderated in the game world separately from the monetary system. [/QUOTE]
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