True. For example, you could treat making an item essentially like buying an item, except that you need the pre-requistes, and it's 10% cheaper.Mr_Spicoli said:But a simple solution I can think of is rarity of spell components and/or increased cost to purchase instead of XP loss for spellcasting and item creation. It was the method used in prior editions. That method does not have to be that time consuming either as player's can stock up on rare componenets in larger settlements or even go on mini component hunting side quests that can be melded into campaigns.
Under standard rules, I should note that my experience is that at low levels, an item-creating PC wants to spend as much XP as possible (they have a lot more of them relative to GP). At higher levels, it's more of a decision; my item-creating PCs have usually gone to around 50/50 (buy/create) at the higher levels (where GP is more plentiful than XP).
Obviously, this would change somewhat if you're using non-standard teasure awards. The lower the treasure, the more valuable item creation with XP is; conversely the higher the treasure, the less worthwhile item creation is.