Wal-Magic, a question of assumptions

evilgamer13 said:
The asumption that boggles me is that wizards would treat making magic items lightly in the first place or that there would be mages who speshalized in enchanting objects. The reason for this is that in dnd 3.x making magic items coasts you xp.
That's an excellent point. For example, even something like potions of cure light wounds cost XP, but those are often available "for a donation" at the local temple. How do "temple clerics" (as opposed to adventuring clerics) produce these relatively common potions without spending all their XP? If you want such potions to be relatively affordable and available, then you have to assume that the temple clerics are gaining XP all the time (through leading communal worship, offering blessings, et cetera). Actually, I guess that works okay -- they'd be gaining at a steady, but slow rate (compared to adventuring clerics), and also "spending" their XP to help the community and bring in additional funds for the temple.

I'd be surprised if this exact topic hasn't been addressed, somewhere. I haven't seen it, though.
 

log in or register to remove this ad

evilgamer13 said:
The asumption that boggles me is that wizards would treat making magic items lightly in the first place or that there would be mages who speshalized in enchanting objects. The reason for this is that in dnd 3.x making magic items coasts you xp.

This is -the- component of the 3.x item creation rules that just drives me bonkers. A fighter goes out and slays monsters and gets xp in return. He gets the most xp for facing the toughest challenges he can handle. A rogue goes out, pops enemies from stealth and flanking positions and disarms traps. In return, he gets an xp award directly proportional to the challenge. In both cases, xp is a numeric reflection of knowledge and skill gained through the application of a classes abilities. However, when a spell-caster applies his class abilities to the making of a magic item, he...loses xp. You'd think you might learn something about magic by making a magic item, but apparently not.

I suppose you can look at the matter as an investment. The spell-caster invests a small amount of xp to increase the party's overall ability to gain xp. The downside to this point of view is that only the spell caster pays in, but everyone gets an equal share of the returns. As such, the spell-casters fall behind in the xp curve (even if only slightly)

More importantly, the concept leads to such troublesome questions as "Where do non-adventuring spell-casters get the xp to make all these items?" and "Should player-crafted items use their base price or market price when figuring character wealth?" The first question is especially troublesome in a setting like Eberron.
 

ZSutherland said:
Two, population rules for settlements yield a gold piece value. It is assumed that anything under this value can be found and purchased in such a place.
That's somewhat backwards. It's assumed that if the magic item's value is over the limit it won't be available. If the magic item's value is under the limit it might be available, not that it automatically is available.
 

Philotomy Jurament said:
That's an excellent point. For example, even something like potions of cure light wounds cost XP, but those are often available "for a donation" at the local temple. How do "temple clerics" (as opposed to adventuring clerics) produce these relatively common potions without spending all their XP? If you want such potions to be relatively affordable and available, then you have to assume that the temple clerics are gaining XP all the time (through leading communal worship, offering blessings, et cetera). Actually, I guess that works okay -- they'd be gaining at a steady, but slow rate (compared to adventuring clerics), and also "spending" their XP to help the community and bring in additional funds for the temple.

I'd be surprised if this exact topic hasn't been addressed, somewhere. I haven't seen it, though.



It has. By the book, even a village is likely to have several folks who can make a potion of healing (counting adepts, clerics, druids, bards, and any sufficient level underlings 5th and 6th level npc's may have) depending on the population you roll up. Don't know how much exp a villager makes on average, but typical hunting, dealing with challenges (drought, cow falls in the river, children suffering from winter sicknesses, etc) and what not means each could make a potion or two a year and not suffer overly much from xp loss. Getting the gold is another story. The 25 gp needed for a potion of cure light wounds can easily be spent on something else the village needs.

I believe a village can have up to 8 potions of light healing in stock at any one time per the DMG, so it seems to fit.

My apologies if I'm off, as I'm typing from memory.
 
Last edited:

Storyteller01 said:
Getting the gold is another story. The 25 gp needed for a potion of cure light wounds can easily be spent on something else the village needs.
Yeah, but if spending that 25 gp on creating the potion gives you something worth 50 gp, it makes it less of an issue. Although (somewhat ironically) the potion is less liquid than cash. (har har) :p
 

Pets & Sidekicks

Remove ads

Top