[semi-Rant] As a DM, does item creation ever get you down?

D&D's always had way too many magic items in its default mode for my tastes. I like the creation rules provided in 3E just because they get my brain going. I never actually use the rules, just browse through the powers and go, "Yes, No, No, Yes, Yes, Maybe..."

My players are not allowed item creation feats so there you go.
 

log in or register to remove this ad

Katerek said:
The character must know how to make the magic item involved. Acquiring the necessary feat is but the first step. In order to complete the process the character must have a set of plans known as a Codex in order to construct a magic item...

This is a really cool idea. I think I'll be using it, though I'll probably make themed codices (like the Codex of Wands of Cure Wounds, which would have instructions for all of the cure x wounds spells). For a little variety, you could even have the quality of the codices vary, with some providing instructions on using rare power component "a" to reduce XP cost, while others are vanilla DMG instructions, while still others could be horribly ineffecient (2 to 10x gp & xp).
 

I like the Codex idea. You could make a Codex cost a certain amount based on the item(s) it can create. Say, ten times the item cost, in time, money, and experience?

They also would make darn fine treasure.
 

I really, really hate item creation feats, aside from the ones for making disposable items.

Too many players feel that anything that's in the core rules is their divine birthright, and yanking it means that you're screwing them over... The current rules really help to cheapen magic items, and make them repetitive and boring. Instead of "hmm, interesting, I would have never had this made, but let's see what I can do with it" you bascially end up with people flipping through the DMG magic item section like it was a store catalogue, and trying to get the same efficient and boring junk every time...
 

mmu1 said:
I really, really hate item creation feats, aside from the ones for making disposable items.

Too many players feel that anything that's in the core rules is their divine birthright, and yanking it means that you're screwing them over... The current rules really help to cheapen magic items, and make them repetitive and boring. Instead of "hmm, interesting, I would have never had this made, but let's see what I can do with it" you bascially end up with people flipping through the DMG magic item section like it was a store catalogue, and trying to get the same efficient and boring junk every time...

In most of the groups I have been in. Magic is always been boring. Yea, another of the DM's favorite item, are another +2 sword. It does not matter how much magic there is. Magic items and the like do not bring excitement to the game. The fun is in the roleplaying and the freedom to make choices. I have found letting the players create their own items bring fresh new items to the game and more verity to the PC's as each look for new and different ways to equip them selves.

It gives me more freedom as now most monster/enemy don't have a great amount of treasure. The cash the characters get comes from friendly NPC's in the way of rewards and payments.
 

I think that adding formulas for creating magic items is a wonderful idea, but if you are going to go that route you need to really rework the costs of being a wizard. Wizards need to make a bit of extra coin or their spell selection will be no better than an equal level sorceror.
 

Ridley's Cohort said:
I think that adding formulas for creating magic items is a wonderful idea, but if you are going to go that route you need to really rework the costs of being a wizard. Wizards need to make a bit of extra coin or their spell selection will be no better than an equal level sorceror.

Good point. Hrmm... One solution that might work would be to have a wizard's guild that kept a library of codices. The guild could accept new codices in the place of membership dues, which would encourage wizards to donate newly found/created one after they were finished with them. The guild would also be a good resource for purchasing components, and could offer reduced-cost spell scribing supplies, if you wanted to make sure things stayed even for the wizard.

Sorcerers and bards could join the same (or a similar) guild.

Clerics could keep a library in their churches/temples/whatever.

Druids... well, I'm sure they could figure out something. :D

Another possible way to offset the cost of the codices is to allow the feat to include knowing how to make a small number of items, and perhaps the learning of one new item per level.
 


Stopped reading after about 2/3rds of the thread, sorry if this was mentioned before).

The problem I have with the magic items is the fact that all the interesting items get passed up for more "plusses". Extra damage, extra saves, extra skills: But never an Iron Bands of Billaro would be store bought (though a random one I just dropped saw very good use), or a hand of the mage, or etc you get the point I guess.

I have now drastically reduced the "standardness" of magic items. +6 boots of sneaking (You mean boots of Elvenkind? No, these are goblin boots of sneaking). items that give +s to listen, but minusses on sonic saves. Don't necessarily get rid of the "magic shops", just give them three items to sell. If the PCs don't want any of them, they are SOL.

Rav
 

Ravellion said:
Stopped reading after about 2/3rds of the thread, sorry if this was mentioned before).

The problem I have with the magic items is the fact that all the interesting items get passed up for more "plusses". Extra damage, extra saves, extra skills: But never an Iron Bands of Billaro would be store bought (though a random one I just dropped saw very good use), or a hand of the mage, or etc you get the point I guess.

For a similar reason, I prefer to have permanent never reveal there power in the numbers, just in descriptions and a sense of the intensity of magic involved. That somehow leads to a more mysterious piece of magic, which leads to more personal attachment and history.

***
My Version of the Codex

I have a low magic setting, and amongst other things, I double the wizards skill points. Then I make the wizard spend one skill point per 'item formula' he knows. This has only been tested on NPC's so far, but it seems to work out. Either the wizard has an enormous amount of Knowledge skills, or he knows how to make all the types of items around... etc.

Skill points are spent on type of item and general purpose... not each individual item.
 

Pets & Sidekicks

Remove ads

Top