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<blockquote data-quote="pawsplay" data-source="post: 4542674" data-attributes="member: 15538"><p>On the magic item front, my thoughts were in the direction of the old High Level Handbook. Basically, based on an item's level and complexity, you would need to find a number of components. At the DM's option, you might be able to purchase some minor components, but you usually quested for them, and the rarest components, used to make permanent items, could usually only be purchased once you had either made the component available yourself or previously commissioned a similar item. It was also the DM's purview for the recipe to change from time to time.</p><p></p><p>Scrolls and potions used to take time and money. I think that's a fine approach. The limitation on using them is that you have to hold them in hand and can usually only ready one at a time, while your stockpile had finite limits of space and weight.</p><p></p><p>XP costs I think are just not a good idea... anything that causes XP to go down is more trouble than it's worth. </p><p></p><p>EDIT: Magic items generally need costs reflecting their utility and rarity. Obviously, heroes, powerful organizations, and rulers would do some trade in such items. I'm comfortable with fairly generic costs.</p><p></p><p>I'll comment from a general design perspective on an OGL game in a moment.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4542674, member: 15538"] On the magic item front, my thoughts were in the direction of the old High Level Handbook. Basically, based on an item's level and complexity, you would need to find a number of components. At the DM's option, you might be able to purchase some minor components, but you usually quested for them, and the rarest components, used to make permanent items, could usually only be purchased once you had either made the component available yourself or previously commissioned a similar item. It was also the DM's purview for the recipe to change from time to time. Scrolls and potions used to take time and money. I think that's a fine approach. The limitation on using them is that you have to hold them in hand and can usually only ready one at a time, while your stockpile had finite limits of space and weight. XP costs I think are just not a good idea... anything that causes XP to go down is more trouble than it's worth. EDIT: Magic items generally need costs reflecting their utility and rarity. Obviously, heroes, powerful organizations, and rulers would do some trade in such items. I'm comfortable with fairly generic costs. I'll comment from a general design perspective on an OGL game in a moment. [/QUOTE]
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