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Trying to get my head around the Artifacer's Handbook--help requested
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<blockquote data-quote="der_kluge" data-source="post: 1244686" data-attributes="member: 945"><p>I'm glad you like it. It reassures me that that year and a half of my life wasn't wasted. <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>On the topic of removing the XP cost, there are several methods presented in the book, but my favorite is this:</p><p>Using the spell slot system, the cost is created using the creation cost formula in chapter II (10gp(SL + CL -1) * SS^2). That cost is reflective of the amount of money in raw materials the item requires, in either mundane, or hard to find stuff. You can use the material components chapter for ideas on things to include as material components. Ideally, the kind of components required should be a balance of purchasable things, and hard-to-acquire things, whose total gold piece value (purchased stuff + the value of the acquired stuff) is equal to the gold cost in the creation cost formula. The DM can choose to allow or disallow magic items solely on the availability of hard-to-acquire material components, so the control is still in his hands. "What, no doppelganger hearts on the open market? I guess that ring of polymorph self can't be made then, sorry."</p><p></p><p>Furthermore, I like the item instability rules because it can add a lot of interesting effects to a magic item, and also ensures that the creator's don't get too carried away with what they're trying to pull off, lest the item end up cursed, or worse!</p><p></p><p>If, after reading those threads, you continue to have questions or concerns, please let me know.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1244686, member: 945"] I'm glad you like it. It reassures me that that year and a half of my life wasn't wasted. :) On the topic of removing the XP cost, there are several methods presented in the book, but my favorite is this: Using the spell slot system, the cost is created using the creation cost formula in chapter II (10gp(SL + CL -1) * SS^2). That cost is reflective of the amount of money in raw materials the item requires, in either mundane, or hard to find stuff. You can use the material components chapter for ideas on things to include as material components. Ideally, the kind of components required should be a balance of purchasable things, and hard-to-acquire things, whose total gold piece value (purchased stuff + the value of the acquired stuff) is equal to the gold cost in the creation cost formula. The DM can choose to allow or disallow magic items solely on the availability of hard-to-acquire material components, so the control is still in his hands. "What, no doppelganger hearts on the open market? I guess that ring of polymorph self can't be made then, sorry." Furthermore, I like the item instability rules because it can add a lot of interesting effects to a magic item, and also ensures that the creator's don't get too carried away with what they're trying to pull off, lest the item end up cursed, or worse! If, after reading those threads, you continue to have questions or concerns, please let me know. [/QUOTE]
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