Rules For SOmething Other Than XP For Magic Item Creation?

Scribble

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Does anyone know if there are any books out there with rules for using other forms of energy for item creation other then XP?

I know there are some sacrifice rules in the BOVD, but what about other things? Like elemental energy, or magic creature parts... etc?
 

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In my games, I've implemented the Craft Point rules from Unearthed Arcana, and removed the XP cost entirely. That way, there's still a cost, still limited by your level and whatnot, but it doesn't keep you from gaining levels.
 

Just ignore the XP part. You have feats, and time, and some of the money. I think that's enough to pay.

Otherwise, take a look at the Artificer's Handbook and see if it has something for you.
 
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There's a full book out there (The Artificer's Handbook) by Der_Kluge on these boards that is a complete replacement for the magic item creation system, ditching XP costs.
 

HellHound said:
There's a full book out there (The Artificer's Handbook) by Der_Kluge on these boards that is a complete replacement for the magic item creation system, ditching XP costs.

Yeah, or what he says.
 


Kae'Yoss said:
Just ignore the XP part. You have feats, and time, and some of the money. I think that's enough to pay.

Otherwise, take a look at the Artificer's Handbook and see if it has something for you.


Yeah I think I might check out this book. :)

I don't want to ditch the "power" aspect... I like the idea that the energy to imbue an item with magic comes from somewhere... I'd just like an alternative to using XP... (Which I've always found as lame, and almost no magic items get created by my players... who also find it lame...)

I wonder if a temperorary HP penalty thing might work... So you can create them, but you're weakened for a while afterwards... maybe time and not magical healing being the only cure...
 

Well, you don't blow XP on everyday spells (the XP cost is another thing I'm not fond of), and the power has to come from somewhere.

I think that with the special materials and the spell slots you use during creation, there's enough power to go around.
 

Scribble said:
I wonder if a temperorary HP penalty thing might work... So you can create them, but you're weakened for a while afterwards... maybe time and not magical healing being the only cure...
I kinda like the sound of that. But since you already need downtime to create magic items in the first place, a temporary hit point penalty might not be all that meaningful.

Makes me think of a computer game (more turn-based wargame than RPG) called Age of Wonders, where you had a mana pool to cast instantaneous spells from, and it was fed by a mana refresh rate which was decreased by any long-term spells you were maintaining (weapon enchantments, buffs, summoned creatures, etc.). I guess the D&D equivalent of such an idea would be to decrease your spells per day as long as the magic items you created exist, and that's obviously pretty harsh. Might work better with a spell point system that had hourly instead of daily point recovery...

Anyway, I'd recommend Green Ronin's Advanced Gamemaster's Guide, which offers the concept of "levin", a magical raw material which can be harvested from the appropriate types of monsters and used to replace the XP cost of magic item production. When you think about it, it makes loads of sense: The DM can effectively give out potential magic items as treasure.

Also, while the Artificer has been mentioned here, the class has two very different mechanics that are worth addressing individually: The Craft Reserve--a pool of points, refreshed and enlarged with each new level, which can be used to replace the XP requirement of item creation--and the Reclaim Essence class ability--a very World-of-Warcraft mechanic by which the Artificer cannibalizes an existing magic item to recycle some of the XP used in its creation. This latter ability seems damned cool, completely logical, and balanced enough to be given out to other classes. Maybe make it a feat that any caster could take, or even just a function of the Spellcraft skill.
 


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