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[semi-Rant] As a DM, does item creation ever get you down?
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<blockquote data-quote="Kid Charlemagne" data-source="post: 779634" data-attributes="member: 93"><p>I've run into some of the same issues as you, although I've worked fairly hard at making it more than "choose one from column A, one from column B."</p><p></p><p>I've been wanting to do something to make item creation a little more "RP" related rather than just "buy it off the rack." </p><p></p><p>There are two things I've done/thought about doing:</p><p></p><p>Making it tougher to find a buyer for an item - I make a Gather Info check for the PC to locate a buyer for any given item, DC 10+1/1,000gp value. Each check represent 1d6-3 days worth of canvassing likely spots. The presumption is that that is in a big city. No matter what you roll, you'll never sell that Vorpal Blade in the 400 person village. I've considered also allowing a Knowledge: Arcana roll of the same DC to substitute, figuring that some buyers may be easier found through arcane contacts. </p><p></p><p>Specific expensive magic items are almost never found for sale. You may want to buy a Thundering Mace +2, but you may have to settle for the +1 flaming flail instead, if you MUST buy a magic weapon. Small stuff (1,000 gp or less) can be found from time to time.</p><p></p><p>Making it less than automatic to MAKE an item - I'm thinking of making Wizards research formulae for specific items. A Knowledge Arcana roll (DC 10+1/1,000gp value again) to figure out the formula for an item. Boots of Elvenkind? That's pretty easy. Vorpal Blade? That's a little tougher. Probably not going to find that at the local hedge mage's component shop.</p><p></p><p>One thing I'm considering implementing for my next campaign world (which I'm just beginning) is a series of Magical Academies that specialize in certain magical "themes" (not schools). For example, an Academy dedicated to travellers may specialize in making boots of speed. They'll treat that formula like a Guild Secret - and that will make it more difficult to figure out the formula for that item, as the Academy will protect those trade secrets.</p><p></p><p>In essence, I want to channel the item creation rules so that they open up avenues of roleplay and adventure rather than sit there on their own. It will help me keep consistent with how I adjudicate such things.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 779634, member: 93"] I've run into some of the same issues as you, although I've worked fairly hard at making it more than "choose one from column A, one from column B." I've been wanting to do something to make item creation a little more "RP" related rather than just "buy it off the rack." There are two things I've done/thought about doing: Making it tougher to find a buyer for an item - I make a Gather Info check for the PC to locate a buyer for any given item, DC 10+1/1,000gp value. Each check represent 1d6-3 days worth of canvassing likely spots. The presumption is that that is in a big city. No matter what you roll, you'll never sell that Vorpal Blade in the 400 person village. I've considered also allowing a Knowledge: Arcana roll of the same DC to substitute, figuring that some buyers may be easier found through arcane contacts. Specific expensive magic items are almost never found for sale. You may want to buy a Thundering Mace +2, but you may have to settle for the +1 flaming flail instead, if you MUST buy a magic weapon. Small stuff (1,000 gp or less) can be found from time to time. Making it less than automatic to MAKE an item - I'm thinking of making Wizards research formulae for specific items. A Knowledge Arcana roll (DC 10+1/1,000gp value again) to figure out the formula for an item. Boots of Elvenkind? That's pretty easy. Vorpal Blade? That's a little tougher. Probably not going to find that at the local hedge mage's component shop. One thing I'm considering implementing for my next campaign world (which I'm just beginning) is a series of Magical Academies that specialize in certain magical "themes" (not schools). For example, an Academy dedicated to travellers may specialize in making boots of speed. They'll treat that formula like a Guild Secret - and that will make it more difficult to figure out the formula for that item, as the Academy will protect those trade secrets. In essence, I want to channel the item creation rules so that they open up avenues of roleplay and adventure rather than sit there on their own. It will help me keep consistent with how I adjudicate such things. [/QUOTE]
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[semi-Rant] As a DM, does item creation ever get you down?
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