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General Tabletop Discussion
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Streamlining Item Creation Feats
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<blockquote data-quote="Spatzimaus" data-source="post: 3489406" data-attributes="member: 3051"><p>What we did, IMC, was similar to the UA version but more sequential. In our opinions, the key drawback of the current system was that one or two Feats was all you need, meaning there was really no room for a feat that could create "weak" items like potions or scrolls. So, we had each feat build off of a weaker one.</p><p></p><p>An item's abilities determine its Item Value (IV). The first 200k of IV translates directly to Market Price (MP). The second 200k of IV counts double towards MP. The third 200k is x3, and so on. MP determines the GP AND XP costs of the final item.</p><p>(So, an item whose abilities would be worth 500k, by the book, would cost 200k + 200k x 2 + 100k x 3 = 900k.)</p><p><em>We got rid of the x10 Epic divide this way. Since the non-Epic item creation feats can't make items with IV > 200k, this never comes up in non-Epic play.</em></p><p></p><p>Also, any Wondrous Items in the DMG had long since been altered; none of them give permanent or at-will spell effects in our world. They had all been changed to either 5 Standard Action activations per day ("command activated"), or 4 Free Action activations per day ("use activated", counts as a quickened spell). The nicest part of this change is that caster level on items actually matters again.</p><p></p><p><strong>Enchant Trinket</strong></p><p>Prerequisite: Caster level 1</p><p>The caster can place a one-charge enchantment on any slotted item, with an Item Value of 999 gp or less. Creating the item takes 1 day per 1 kgp of Market Price.</p><p></p><p><strong>Enchant Minor Item</strong></p><p>Prerequisite: Caster level 5, Enchant Trinket</p><p>As Enchant Trinket, except that the maximum Item Value increases to 10 kgp. These items may either have a finite number of charges, or can be used 1 time per day. Creating the item takes 1 day per 2 kgp of Market Price.</p><p></p><p><strong>Enchant Moderate Item</strong></p><p>Prerequisite: Caster level 10, Enchant Minor Item</p><p>As Enchant Minor Item, except that the maximum Item Value increases to 50 kgp. Slotless items may be created, at double the slotted cost. These items may be used a finite number of times per day. Creating the item takes 1 day per 3 kgp of Market Price.</p><p></p><p><strong>Enchant Major Item</strong></p><p>Prerequisite: Caster level 15, Enchant Moderate Item</p><p>As Enchant Moderate Item, except that the maximum Item Value increases to 200 kgp. These items may be used an unlimited number of times per day. If the creator wishes, it is possible for an item to be intelligent; for every 20 kgp of the item's Item Value, there is a cumulative 1% chance the item will have intelligence. Creating the item takes 1 day per 4 kgp of Market Price.</p><p></p><p>Then there's Minor Artifact at 21, Moderate Artifact at 35, and Major Artifact at 50.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3489406, member: 3051"] What we did, IMC, was similar to the UA version but more sequential. In our opinions, the key drawback of the current system was that one or two Feats was all you need, meaning there was really no room for a feat that could create "weak" items like potions or scrolls. So, we had each feat build off of a weaker one. An item's abilities determine its Item Value (IV). The first 200k of IV translates directly to Market Price (MP). The second 200k of IV counts double towards MP. The third 200k is x3, and so on. MP determines the GP AND XP costs of the final item. (So, an item whose abilities would be worth 500k, by the book, would cost 200k + 200k x 2 + 100k x 3 = 900k.) [i]We got rid of the x10 Epic divide this way. Since the non-Epic item creation feats can't make items with IV > 200k, this never comes up in non-Epic play.[/i] Also, any Wondrous Items in the DMG had long since been altered; none of them give permanent or at-will spell effects in our world. They had all been changed to either 5 Standard Action activations per day ("command activated"), or 4 Free Action activations per day ("use activated", counts as a quickened spell). The nicest part of this change is that caster level on items actually matters again. [b]Enchant Trinket[/b] Prerequisite: Caster level 1 The caster can place a one-charge enchantment on any slotted item, with an Item Value of 999 gp or less. Creating the item takes 1 day per 1 kgp of Market Price. [b]Enchant Minor Item[/b] Prerequisite: Caster level 5, Enchant Trinket As Enchant Trinket, except that the maximum Item Value increases to 10 kgp. These items may either have a finite number of charges, or can be used 1 time per day. Creating the item takes 1 day per 2 kgp of Market Price. [b]Enchant Moderate Item[/b] Prerequisite: Caster level 10, Enchant Minor Item As Enchant Minor Item, except that the maximum Item Value increases to 50 kgp. Slotless items may be created, at double the slotted cost. These items may be used a finite number of times per day. Creating the item takes 1 day per 3 kgp of Market Price. [b]Enchant Major Item[/b] Prerequisite: Caster level 15, Enchant Moderate Item As Enchant Moderate Item, except that the maximum Item Value increases to 200 kgp. These items may be used an unlimited number of times per day. If the creator wishes, it is possible for an item to be intelligent; for every 20 kgp of the item's Item Value, there is a cumulative 1% chance the item will have intelligence. Creating the item takes 1 day per 4 kgp of Market Price. Then there's Minor Artifact at 21, Moderate Artifact at 35, and Major Artifact at 50. [/QUOTE]
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