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*Pathfinder & Starfinder
Transferring XP Points, Redux
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<blockquote data-quote="BobbyMac" data-source="post: 3304648" data-attributes="member: 44794"><p>I am fascinated with crafting especially in light of two rules additions: <strong>Magic Items: Transferring XP Costs </strong> a PHB II Web Enhancement found on the Wizards web site and the <strong>Craft Points</strong> option from Unearthed Arcana. </p><p></p><p><a href="http://www.wizards.com/default.asp?x=dnd/we/20060526a" target="_blank">Magic Items: Transferring XP Costs A Player’s Handbook II Web Enhancement</a></p><p></p><p><a href="http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedCraftPoints.html" target="_blank">Craft Points</a></p><p></p><p></p><p>With the above as reference and with the aim of combining the two system seamlessly I offer the following analysis and rules additions for critique and comment. (Be gentle this IS a first draft... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p></p><p><strong>Transferring XP Costs analysis and additional rules to integrate with Craft Points from Unearthed Arcana</strong></p><p></p><p>In the following: </p><p>Crafter refers to the person using the appropriate Craft feat.</p><p>Contributor refers to all others who supply XP for transfer.</p><p></p><p><strong>Analysis of transfer methods:</strong></p><p></p><p><strong>Spell </strong>– Transfers all XP needed to craft a magic item to the crafter before crafting begins.</p><p></p><p>Implications:</p><p></p><p>1. The crafter may abscond with the magic item after completing it.</p><p>2. The crafter need never use his own XP unless he agrees to be a contributor also.</p><p>3. Contributors lose XP with no guarantee of satisfaction.</p><p></p><p>In this situation the contributors assume all the risk and it’s a really big risk.</p><p></p><p><strong>Magic Item</strong> – the <em>talisman of transference </em>only transfers XP after the item is completed and presented to the holder of the <em>talisman of transference</em>.</p><p></p><p>Implications:</p><p></p><p>1. The crafter must supply his own XP to craft the item.</p><p>2. When the item is complete, the <em>talisman of transference</em> procedure assures that the magic item presented to the contributors is indeed the item that they have commissioned.</p><p>3. The item is useless until activated by completing the procedure.</p><p>3. The crafters XP is replenished at the end of the procedure. </p><p></p><p>In this situation the contributors are never at risk of losing XP. The crafter assumes all risk although it is somewhat less than in the case of the <em>transference</em> spell in that he may destroy the unfinished magic item and reclaim all his XP. </p><p></p><p><strong></strong></p><p><strong>Ceremony Feat</strong> - <em>Transfer Ritual</em> and <em>Coalesce Ritual</em>: XP is transferred directly into the magic item being crafted.</p><p></p><p>1. Contributors and crafter must be present during the entire crafting duration.</p><p>2. The <em>Coalesce Ritual</em> also allows contribution by a person other than the crafter to supply other prerequisites for the item being crafted besides XP.</p><p></p><p>Since all interested parties must be present during the entire crafting process, security is preserved for all involved.</p><p></p><p><strong>Use the rules for transferring XP costs as written with the following rules addition in order to allow for use of Craft Points or to simply allow for not having all contributors be present during the entire crafting process:</strong></p><p></p><p>While using either the <em>Transfer Ritual</em> or the <em>Coalesce Ritual</em> of the Ceremony Feat, if all contributors of XP use a <em>talisman of transference</em> including the crafter, then no one except the actual crafter need be present during the crafting. (Exception: Anyone contributing anything other than XP must still be present.) The <em>talisman of transference</em> is used as written by all contributors at the beginning of crafting, including the crafter, except that its effects change as follows: The network of <em>talismans of transference</em> created by touching the material to be crafted becomes an escrow device capable of storing the entire amount of XP needed to craft the item. At anytime before the activation of the magic item if any situation arises which prevents the completion of the process, then all XP is returned to the contributors. (Exception: The network is broken by any of the <em>talismans of transference</em> being taken to another plane. In this case ALL XP is lost.) On the completion of the ritual, all contributors of XP must touch the magic item per the normal use of the <em>talisman of transference</em> at which time the stored XP is transferred to the magic item. This activates the magic item granting it its full capabilities.</p><p></p><p> This rules addition implies: </p><p></p><p>1. Contributors do not to have to be present each 8 hour day of crafting. </p><p>2. Preserves safety for both contributors and crafters as XP is transferred directly into the item at the activation step and forces all parties to be present at that time.</p><p>3. Keeps the crafter honest because the magic item is useless until the <em>talisman of transference</em> procedure is completed.</p><p>3. Allows more bang for the buck out of the <em>talisman of transference</em>.</p><p>4. Allows the Craft Points rules to be used with the Transferring XP Costs rules by preserving the flavor of the Craft Point rules which allow the idea that a person has been working all along on the item without having to have had contributors present the whole time.</p><p>5. Allows NPC crafters to craft items for adventurers while adventurers go out and do what they do best; namely adventure.</p><p></p><p><em></em></p><p><em>and there you have it.</em></p><p></p><p></p><p>In my campaign I am going to require ALL crafting to use the Craft Point rules along with the Transferring XP Costs rules. </p><p></p><p>I also plan to implement this house rule to ease somewhat the sting of taking all those Craft feats.</p><p></p><p></p><p><strong>Gaining Item Creation Feats</strong></p><p></p><p>Characters may take Item Creation feats as normal. Also anytime that you are normally allowed a feat you may take any feat other than an item creation feat, but you may also opt to purchase an item creation feat at a cost of 500gp x the CL prerequisite of the feat as long as you meet all the prerequisites for the feat. </p><p></p><p>(Exception: The new Masterwork Craft feats and Craft Alchemical feat presented with the Craft point rules don't have caster level prerequisites. The have Craft skill rank prerequisites and may be bought at ANY time the character meets these rank prerequisites for 100gp x CL. ) </p><p></p><p>This option is only valid if using the Craft Points rules from Unearthed Arcana.</p></blockquote><p></p>
[QUOTE="BobbyMac, post: 3304648, member: 44794"] I am fascinated with crafting especially in light of two rules additions: [B]Magic Items: Transferring XP Costs [/B] a PHB II Web Enhancement found on the Wizards web site and the [B]Craft Points[/B] option from Unearthed Arcana. [url=http://www.wizards.com/default.asp?x=dnd/we/20060526a]Magic Items: Transferring XP Costs A Player’s Handbook II Web Enhancement[/url] [url=http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedCraftPoints.html]Craft Points[/url] With the above as reference and with the aim of combining the two system seamlessly I offer the following analysis and rules additions for critique and comment. (Be gentle this IS a first draft... :) ) [B]Transferring XP Costs analysis and additional rules to integrate with Craft Points from Unearthed Arcana[/B] In the following: Crafter refers to the person using the appropriate Craft feat. Contributor refers to all others who supply XP for transfer. [B]Analysis of transfer methods:[/B] [B]Spell [/B]– Transfers all XP needed to craft a magic item to the crafter before crafting begins. Implications: 1. The crafter may abscond with the magic item after completing it. 2. The crafter need never use his own XP unless he agrees to be a contributor also. 3. Contributors lose XP with no guarantee of satisfaction. In this situation the contributors assume all the risk and it’s a really big risk. [B]Magic Item[/B] – the [I]talisman of transference [/I]only transfers XP after the item is completed and presented to the holder of the [i]talisman of transference[/i]. Implications: 1. The crafter must supply his own XP to craft the item. 2. When the item is complete, the [I]talisman of transference[/I] procedure assures that the magic item presented to the contributors is indeed the item that they have commissioned. 3. The item is useless until activated by completing the procedure. 3. The crafters XP is replenished at the end of the procedure. In this situation the contributors are never at risk of losing XP. The crafter assumes all risk although it is somewhat less than in the case of the [I]transference[/I] spell in that he may destroy the unfinished magic item and reclaim all his XP. [B] Ceremony Feat[/B] - [I]Transfer Ritual[/I] and [I]Coalesce Ritual[/I]: XP is transferred directly into the magic item being crafted. 1. Contributors and crafter must be present during the entire crafting duration. 2. The [I]Coalesce Ritual[/I] also allows contribution by a person other than the crafter to supply other prerequisites for the item being crafted besides XP. Since all interested parties must be present during the entire crafting process, security is preserved for all involved. [b]Use the rules for transferring XP costs as written with the following rules addition in order to allow for use of Craft Points or to simply allow for not having all contributors be present during the entire crafting process:[/b] While using either the [I]Transfer Ritual[/I] or the [I]Coalesce Ritual[/I] of the Ceremony Feat, if all contributors of XP use a [I]talisman of transference[/I] including the crafter, then no one except the actual crafter need be present during the crafting. (Exception: Anyone contributing anything other than XP must still be present.) The [i]talisman of transference[/i] is used as written by all contributors at the beginning of crafting, including the crafter, except that its effects change as follows: The network of [i]talismans of transference[/i] created by touching the material to be crafted becomes an escrow device capable of storing the entire amount of XP needed to craft the item. At anytime before the activation of the magic item if any situation arises which prevents the completion of the process, then all XP is returned to the contributors. (Exception: The network is broken by any of the [i]talismans of transference[/i] being taken to another plane. In this case ALL XP is lost.) On the completion of the ritual, all contributors of XP must touch the magic item per the normal use of the [i]talisman of transference[/i] at which time the stored XP is transferred to the magic item. This activates the magic item granting it its full capabilities. This rules addition implies: 1. Contributors do not to have to be present each 8 hour day of crafting. 2. Preserves safety for both contributors and crafters as XP is transferred directly into the item at the activation step and forces all parties to be present at that time. 3. Keeps the crafter honest because the magic item is useless until the [i]talisman of transference[/i] procedure is completed. 3. Allows more bang for the buck out of the [i]talisman of transference[/i]. 4. Allows the Craft Points rules to be used with the Transferring XP Costs rules by preserving the flavor of the Craft Point rules which allow the idea that a person has been working all along on the item without having to have had contributors present the whole time. 5. Allows NPC crafters to craft items for adventurers while adventurers go out and do what they do best; namely adventure. [I] and there you have it.[/I] In my campaign I am going to require ALL crafting to use the Craft Point rules along with the Transferring XP Costs rules. I also plan to implement this house rule to ease somewhat the sting of taking all those Craft feats. [B]Gaining Item Creation Feats[/B] Characters may take Item Creation feats as normal. Also anytime that you are normally allowed a feat you may take any feat other than an item creation feat, but you may also opt to purchase an item creation feat at a cost of 500gp x the CL prerequisite of the feat as long as you meet all the prerequisites for the feat. (Exception: The new Masterwork Craft feats and Craft Alchemical feat presented with the Craft point rules don't have caster level prerequisites. The have Craft skill rank prerequisites and may be bought at ANY time the character meets these rank prerequisites for 100gp x CL. ) This option is only valid if using the Craft Points rules from Unearthed Arcana. [/QUOTE]
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