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*Pathfinder & Starfinder
Skill-Based Magic Item Creation
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<blockquote data-quote="krichaiushii" data-source="post: 4518316" data-attributes="member: 12594"><p>Hello.</p><p></p><p>I went back through 12 pages here in the 3d Edition House Rules section before posting; I am confident that something along these lines already exists here at Enworld, but I lack the skill to find it.</p><p></p><p>My goal is to replace the Craft Item feats with some form of skill-based system.</p><p></p><p>Ideally, this system requires no new skills, just additional uses of existing skills, primarily Knowledge (arcana/religion/nature as necessary), Spellcraft, and Concentration. Perhaps ranks in Use Magic Device and/or Craft (appropriate item type) allow for synergy bonuses.</p><p></p><p>The main drawback to a system of this sort is (unnecessary) complication of a currently simple Magic Item creation system: Earn Feat, spend XP and gold, get item.</p><p></p><p>The strengths I think exist for a skill-based creation system are: freeing up feat slots, more uses for skills, a mechanical reason for the building of personal libraries, a mechanical reason for cursed item creation, a more (in my mind) old school feel to item creation.</p><p></p><p>Explanations done, a very rough skeleton of my thoughts follows.</p><p></p><p>Knowledge (arcana/religion/nature/other) is used to determine if a caster can make a particular item, and what is necessary to do so - to include time involved once ingredients are gathered.</p><p></p><p>Spellcraft and Concentration rolls are required each day of the creation process. Failures in one or the other or both would result in cursed items, with critical successes in Spellcraft could lead to more powerful enchantments on the finished item. Multiple failures/critical successes make for a wider variance of bad/good effects.</p><p></p><p>Instead of (or in addition to?) paying XP for the items, a chance to have a point of Constitution permanently drained (modified for item permanence, item power, number of failures/successes during the crafting stage) would always hang over the head of the crafter. Among other things, this would limit the number of permanent magic items in the world.</p><p></p><p>Certain books would provide synergy bonuses to researching (Knowledge checks) specific items or types of items or items involving spells of a certain school (item formulas). This would provide a more mechanical reason for spellcasters to collect (and write) books, if such a reason is lacking.</p><p></p><p>The more powerful items would require some form of power component(s) based on DM whim - leading to other adventures. </p><p></p><p>The key lies in codifying all of the above rough ideas; DCs, modifiers, costs, crafting time, chance for Con lost... </p><p></p><p>So I come to the collective wisdom and experience of Enworld seeking suggestions, comments, advice, and perhaps pertinent links to similar threads here and abroad. </p><p></p><p>Thank you for your time.</p></blockquote><p></p>
[QUOTE="krichaiushii, post: 4518316, member: 12594"] Hello. I went back through 12 pages here in the 3d Edition House Rules section before posting; I am confident that something along these lines already exists here at Enworld, but I lack the skill to find it. My goal is to replace the Craft Item feats with some form of skill-based system. Ideally, this system requires no new skills, just additional uses of existing skills, primarily Knowledge (arcana/religion/nature as necessary), Spellcraft, and Concentration. Perhaps ranks in Use Magic Device and/or Craft (appropriate item type) allow for synergy bonuses. The main drawback to a system of this sort is (unnecessary) complication of a currently simple Magic Item creation system: Earn Feat, spend XP and gold, get item. The strengths I think exist for a skill-based creation system are: freeing up feat slots, more uses for skills, a mechanical reason for the building of personal libraries, a mechanical reason for cursed item creation, a more (in my mind) old school feel to item creation. Explanations done, a very rough skeleton of my thoughts follows. Knowledge (arcana/religion/nature/other) is used to determine if a caster can make a particular item, and what is necessary to do so - to include time involved once ingredients are gathered. Spellcraft and Concentration rolls are required each day of the creation process. Failures in one or the other or both would result in cursed items, with critical successes in Spellcraft could lead to more powerful enchantments on the finished item. Multiple failures/critical successes make for a wider variance of bad/good effects. Instead of (or in addition to?) paying XP for the items, a chance to have a point of Constitution permanently drained (modified for item permanence, item power, number of failures/successes during the crafting stage) would always hang over the head of the crafter. Among other things, this would limit the number of permanent magic items in the world. Certain books would provide synergy bonuses to researching (Knowledge checks) specific items or types of items or items involving spells of a certain school (item formulas). This would provide a more mechanical reason for spellcasters to collect (and write) books, if such a reason is lacking. The more powerful items would require some form of power component(s) based on DM whim - leading to other adventures. The key lies in codifying all of the above rough ideas; DCs, modifiers, costs, crafting time, chance for Con lost... So I come to the collective wisdom and experience of Enworld seeking suggestions, comments, advice, and perhaps pertinent links to similar threads here and abroad. Thank you for your time. [/QUOTE]
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