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What house rules do you use?
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<blockquote data-quote="Cbas10" data-source="post: 510614" data-attributes="member: 6459"><p>Regarding the item formulas, there really is not a game mechanic for it. More of a plot device for giving characters an idea of what sort of Power Components would be needed for certain magical items. Of course, as stated in the DMG, power components are only useful for alleviating the XP cost of creating a magical item.</p><p></p><p>For example, lets say the character wanted to make a set of armor that provided protection from fire. Many ways exist, but one possible method of making armor helpful against fire is to have the armor made from red dragon scales. Without any other power components, I would say that the character in question would have enough "naturally magical material" in order to make <em>+1 fire resistance full plate</em>. Actually, I'd allow the armor to be much higher than just a +1...they would be killing a Great Wyrm in order to get a Medium sized set of Full Plate! Want to add in something like <em>Invulnerability</em>? Then the character would have to rivet the armor together with metal smelted from an Iron Golem which had been breathed upon by a Red Dragon. Yep, if you want an item that combines effects and has multiple special abilities, the power components would need to be related, too.</p><p></p><p>Needless to say, etire quests can spring up when a character wants to make a single item. Never a shortage of things to plan for and meddle around with. <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>Of course, players have the option of ignoring the power components option and just spend that precious experience point cost...</p><p></p><p>(Additionally, I encourage players to get creative with what sort of power components could act as XP replacements when creating items or casting certain spells. I have no problem rewarding players for some thought and creativity)</p></blockquote><p></p>
[QUOTE="Cbas10, post: 510614, member: 6459"] Regarding the item formulas, there really is not a game mechanic for it. More of a plot device for giving characters an idea of what sort of Power Components would be needed for certain magical items. Of course, as stated in the DMG, power components are only useful for alleviating the XP cost of creating a magical item. For example, lets say the character wanted to make a set of armor that provided protection from fire. Many ways exist, but one possible method of making armor helpful against fire is to have the armor made from red dragon scales. Without any other power components, I would say that the character in question would have enough "naturally magical material" in order to make [I]+1 fire resistance full plate[/I]. Actually, I'd allow the armor to be much higher than just a +1...they would be killing a Great Wyrm in order to get a Medium sized set of Full Plate! Want to add in something like [I]Invulnerability[/I]? Then the character would have to rivet the armor together with metal smelted from an Iron Golem which had been breathed upon by a Red Dragon. Yep, if you want an item that combines effects and has multiple special abilities, the power components would need to be related, too. Needless to say, etire quests can spring up when a character wants to make a single item. Never a shortage of things to plan for and meddle around with. :-) Of course, players have the option of ignoring the power components option and just spend that precious experience point cost... (Additionally, I encourage players to get creative with what sort of power components could act as XP replacements when creating items or casting certain spells. I have no problem rewarding players for some thought and creativity) [/QUOTE]
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