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General Tabletop Discussion
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What Should Be Part of Magic Item Creation?
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<blockquote data-quote="Ahnehnois" data-source="post: 6289454" data-attributes="member: 17106"><p>The only ones that I really disliked were the tangible residuum factor and the XP cost. In both cases, I think it's a question of mixing things that don't mix. XP is too "meta" (and too often ignored) to serve as the basis for something tangible in the game. Magic is too ephemeral and open to interpretation to try and make literal "stuff" out of it. Oh, I also disliked failure chance at item completion. That just seems spiteful. It seems to me that an ongoing process should be a complex skill check or the equivalent; an extended endeavor with its ups and downs, not a bunch of meaningless legwork before one make or break moment.</p><p></p><p>I like the idea of permanent health or ability drain for the creator. I think it's important to have a possible rationale for those who don't like magic marts to hang their hat on. If there are tangible rules for item creation and items are useful and valuable, why isn't supply meeting demand? Oh, right, because it takes real life force to do these things.</p><p></p><p>One rather large factor you didn't mention is who can actually do it. I'm on board with a fighter with the right knowledge being able to make his own magic sword. 3e isn't. Heck, it won't even let you make alchemical acid unless you're a spellcaster. I'm not a big fan of that kind of exclusivity. I don't think magic items and spells are that similar that item creation needs to be restricted by class.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6289454, member: 17106"] The only ones that I really disliked were the tangible residuum factor and the XP cost. In both cases, I think it's a question of mixing things that don't mix. XP is too "meta" (and too often ignored) to serve as the basis for something tangible in the game. Magic is too ephemeral and open to interpretation to try and make literal "stuff" out of it. Oh, I also disliked failure chance at item completion. That just seems spiteful. It seems to me that an ongoing process should be a complex skill check or the equivalent; an extended endeavor with its ups and downs, not a bunch of meaningless legwork before one make or break moment. I like the idea of permanent health or ability drain for the creator. I think it's important to have a possible rationale for those who don't like magic marts to hang their hat on. If there are tangible rules for item creation and items are useful and valuable, why isn't supply meeting demand? Oh, right, because it takes real life force to do these things. One rather large factor you didn't mention is who can actually do it. I'm on board with a fighter with the right knowledge being able to make his own magic sword. 3e isn't. Heck, it won't even let you make alchemical acid unless you're a spellcaster. I'm not a big fan of that kind of exclusivity. I don't think magic items and spells are that similar that item creation needs to be restricted by class. [/QUOTE]
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