Researching Item Creation

KnowTheToe

First Post
I personally hate PC magic Item creation beyond potions and scrolls. I just think it cheapens the whole darn thing. Has anyone implemented a research system, where a PC devotes a certain amount of time and resources to get a chance to discover how to create said item. Just because someone knows a few spells and has a general idea how to make an item does not mean they would not really have to research and learn the finer details.

If a PC had to spend 6 months or even years of game time for very powerful items to research how to make the item, then maybe they would be reluctant to tyr and make everyone boots of speed and striding and bands of intellect .....

What do you think?
 

log in or register to remove this ad

You have three choices then.

1. Disallow item creation feats by fiat.

2. Explain that the "research" portion of magic item creation is part of the process of acquiring a feat, and require some hefty tutoring time before a PC can learn a given creation feat.

3. Alter the times for a magic item's creation. Follow the DMG's advice on researching new spells, and apply it to items instead. If you do this, though, I strongly suggest easing up a bit on the XP cost. My personal in-game excuse for XP expenditure is that it cuts into the character's normal period of training, study and research, so they don't level up so fast because they've interrupted the flow of their usual routine. If you want to say it's "an investment of energy" or whatever, it's your game. :)
 

I've been considering such a thing, but haven't tried it out yet. One of the players in my Forgotten Realms campaign is planning on specializing in item creation (although he's at 1st level and is an aasimar to boot, so it will be a while), so it will definitely have an impact.

The way I was thinking of doing it was to still require the feats, but knowing the feats doesn't necessarily give you the formulas; those must be acquired seperately, and only after you have the base feat. I'm not yet sure whether I want to apply this to the straightforward spell-storing items (potions, scrolls, staves, and wands), but I'll definitely apply it to everything else (this should help balance the grossly overpowered Craft Wondrous Item at least slightly). A player wanting to make an item will have three or four choices:

(1) Research the formula himself. This is obviously the only way to go if the character wants to make something that has never been made before.
(2) Acquire it in trade with another spellcaster.
(3) Find it in the spellbook or other book belonging to a defeated spellcaster.
(4) For wizards only, choose to gain an item formula in place of a spell learned at level-up.

I don't intend to force someone to spend years in research unless they are trying to create an artifact or something, though. I'm doing this for reasons of verisimilitude rather than an attempt to "power-down" something; it just doesn't seem reasonable that acquiring a spell should be a big deal, but any spellcaster automatically knows how to make any item that they want. But if it's down-powering you want, here are some ideas:

Require a Spellcraft check to learn an item formula acquired from another mage, in the same way that a Spellcraft check is needed to learn a found spell. If the check fails, the character has to wait until they gain a level before trying again.

Make acquiring new formulas from other casters even more difficult by having seperate formulas for arcane and divine casters, or even different classes within the same category--perhaps even different formulas for clerics of each god.

Since the components needed to create an item are now no longer common knowledge to spellcasters, it's difficult to find what you need for sale. The character must gather at least a few components himself for every type of item that he wishes to create. ("If I'd known that you needed mosfungus mushrooms gathered in the dark of the moon to make your potion, sir, I'd have surely gathered a few last time I passed through the Beoulve ancestral lands. But alas, I have none to sell you...")

Have the item creation process start when the base item is being made (as per 2E rules)--using special alloys or rare woods specified by the formula, for example, rather than simply allowing any old masterwork weapon to be used. This will probably require the PCs to learn Craft skills before they can make any item.
 

An idea that I've been toying with is to turn the Item Creation Feats into exclusive class skills for Clerics, Druids, Sorcerers and Wizards.

So, a 1st-level Wizard might have 4 ranks in Craft (Magic Scrolls). Then, you could use the same rules for crafting normal items. The weekly (or daily) skill check determines how far you progress.
 


It depends on your play style. Our campaigns tend to be pretty fast-paced, with little downtime between adventures; in these campaigns, it's already hard enough to find time to create magic items without having additional penalties.

If you go with this system, either be willing to provide more downtime between adventures, or else be prepared for creating magic items to be an NPC-only ability.

Both are fine ideas, but you should let the players know in advance about the changes. If you make this change in a current campaign, consider allowing PCs to swap out item-creation feats for something else.

Daniel
 

I will definitely let the players know in advance. I think if I add some time, I will lower the XP requirements. I really want to make it so that creating items is something that takes dedication and skill and is not done at the drop of a hat by almost every magic user. I also like the idea of using magic books with the instructions for creating a specific item as a reward for a character. What a great reward and it would save the PC time and XP. I am always looking for ways to reward PCs besides gold.
 

KnowTheToe said:
I personally hate PC magic Item creation beyond potions and scrolls. I just think it cheapens the whole darn thing. Has anyone implemented a research system, where a PC devotes a certain amount of time and resources to get a chance to discover how to create said item. Just because someone knows a few spells and has a general idea how to make an item does not mean they would not really have to research and learn the finer details.

If a PC had to spend 6 months or even years of game time for very powerful items to research how to make the item, then maybe they would be reluctant to tyr and make everyone boots of speed and striding and bands of intellect .....

What do you think?

we implement this in both games I am in. when you take the feat you get one item recipe free, the others must be independently reasearched per the spell research rules (and DM's approval)
 

Remove ads

Top