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<blockquote data-quote="Psion" data-source="post: 1813259" data-attributes="member: 172"><p>Heh... you sound like one of those "magic items shouldn't cost XP" crowd sort of people. You'll have to answer that for yourself. Your getting the chocolate of your disquitide in the peanut butter of mine. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>My point is that GP is the regulating factor in item creation. Creating items rarely costs you more than a level. It doesn't appear to me that, given this, they in any way turn the clock back to 1e/2e multiclassing. I look at a magic item, I don't ask myself "what justifies this not being a class again?" like prestige races or FFG Path book fighting/magic schools.</p><p></p><p></p><p></p><p>I thought that was pretty obvious. Each item is distinct, and in most cases, there is no stucture controlling what ability you get when.</p><p></p><p></p><p></p><p>Did you play the same prior editions that I did that required permanent con loss? And in which you couldn't make feats until about 12th level, which was usually the point at which the game's weaknesses were making a new campaign sound like a good idea?</p><p></p><p>In my 1e/2e games, unless the DM explicitly made it easier than the rules described, PC wizards NEVER created items. Ever.</p><p></p><p>(I find this stance rather odd. I've heard quite a bit of bellyaching over people who think that magic item creation is too easy now.)</p></blockquote><p></p>
[QUOTE="Psion, post: 1813259, member: 172"] Heh... you sound like one of those "magic items shouldn't cost XP" crowd sort of people. You'll have to answer that for yourself. Your getting the chocolate of your disquitide in the peanut butter of mine. ;) My point is that GP is the regulating factor in item creation. Creating items rarely costs you more than a level. It doesn't appear to me that, given this, they in any way turn the clock back to 1e/2e multiclassing. I look at a magic item, I don't ask myself "what justifies this not being a class again?" like prestige races or FFG Path book fighting/magic schools. I thought that was pretty obvious. Each item is distinct, and in most cases, there is no stucture controlling what ability you get when. Did you play the same prior editions that I did that required permanent con loss? And in which you couldn't make feats until about 12th level, which was usually the point at which the game's weaknesses were making a new campaign sound like a good idea? In my 1e/2e games, unless the DM explicitly made it easier than the rules described, PC wizards NEVER created items. Ever. (I find this stance rather odd. I've heard quite a bit of bellyaching over people who think that magic item creation is too easy now.) [/QUOTE]
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