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What would be the ramifications of this?
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<blockquote data-quote="frankthedm" data-source="post: 3143759" data-attributes="member: 1164"><p>You were right on the money. The XP costs come from the creator to balance out the fact the party has more magical potency. The wizard who kits his party out and lags behind a level has not made his party any weaker, the weight the wizard with the missing level can no longer pull is now being carried by the person who is wearing the items he made. Plus the 3.5 XP system allows him to catch up faster. </p><p></p><p>The XP costs ensure he does not go overboard and also balances out the item creation feats since any given creator will only be willing to spend so much XP. If you allow others to pay the costs, you have quadrupled [or more] how much the item creation feats will be used.</p><p></p><p>I could see allowing character driven reasons for occasionally allowing this, like a fighter’s ancestral weapon, but I’d recommend not allowing it otherwise or at least making the XP costs 4 for 1 if not worse.</p><p></p><p>I don’t think there is an option to split the costs when casters collaborate. Whoever is the creator pays from the way this looks.</p><p></p><p><em>Creating Magic Items</em></p><p><em>To create magic items, spellcasters use special feats. They invest time, money, and their own personal energy (in the form of experience points) in an item’s creation.</em></p><p><em>Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator <strong>(although access through another magic item or spellcaster is allowed)</strong>.</em></p><p><em>While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.</em></p><p><em>Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price.</em></p><p><em>Armor, shields, weapons, and items with a value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies and the experience point cost), but it does increase the final market price.</em></p><p><em>In addition, some items cast or replicate spells with costly material components or with XP components. For these items, the market price equals the base price plus an extra price for the spell component costs. Each XP in the component costs adds 5 gp to the market price. The cost to create these items is the magic supplies cost and the base XP cost (both determined by the base price) plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.</em></p><p><em>The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires one day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an exception to this rule; they always take just one day to brew. <strong>The character must spend the gold and XP at the beginning of the construction process.</strong></em></p><p><em>The caster works for 8 hours each day. He cannot rush the process by working longer each day. But the days need not be consecutive, and the caster can use the rest of his time as he sees fit.</em></p><p><em>A character can work on only one item at a time. If a character starts work on a new item, all materials used and XP spent on the under-construction item are wasted.</em></p><p><em>The secrets of creating artifacts are long lost.</em></p></blockquote><p></p>
[QUOTE="frankthedm, post: 3143759, member: 1164"] You were right on the money. The XP costs come from the creator to balance out the fact the party has more magical potency. The wizard who kits his party out and lags behind a level has not made his party any weaker, the weight the wizard with the missing level can no longer pull is now being carried by the person who is wearing the items he made. Plus the 3.5 XP system allows him to catch up faster. The XP costs ensure he does not go overboard and also balances out the item creation feats since any given creator will only be willing to spend so much XP. If you allow others to pay the costs, you have quadrupled [or more] how much the item creation feats will be used. I could see allowing character driven reasons for occasionally allowing this, like a fighter’s ancestral weapon, but I’d recommend not allowing it otherwise or at least making the XP costs 4 for 1 if not worse. I don’t think there is an option to split the costs when casters collaborate. Whoever is the creator pays from the way this looks. [i]Creating Magic Items To create magic items, spellcasters use special feats. They invest time, money, and their own personal energy (in the form of experience points) in an item’s creation. Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator [b](although access through another magic item or spellcaster is allowed)[/b]. While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal. Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price. Armor, shields, weapons, and items with a value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies and the experience point cost), but it does increase the final market price. In addition, some items cast or replicate spells with costly material components or with XP components. For these items, the market price equals the base price plus an extra price for the spell component costs. Each XP in the component costs adds 5 gp to the market price. The cost to create these items is the magic supplies cost and the base XP cost (both determined by the base price) plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item. The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires one day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an exception to this rule; they always take just one day to brew. [b]The character must spend the gold and XP at the beginning of the construction process.[/b] The caster works for 8 hours each day. He cannot rush the process by working longer each day. But the days need not be consecutive, and the caster can use the rest of his time as he sees fit. A character can work on only one item at a time. If a character starts work on a new item, all materials used and XP spent on the under-construction item are wasted. The secrets of creating artifacts are long lost.[/i] [/QUOTE]
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