Why Forge Ring when you can Craft Wondrous?

Hjorimir

Adventurer
Is there some hidden advantage to Forge Ring (requiring 12th level) over Craft Wondrous Items (which you can get as early as 5th)? It just seems that Forge Ring should be more attractive in some way.
 

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Hjorimir said:
Is there some hidden advantage to Forge Ring (requiring 12th level) over Craft Wondrous Items (which you can get as early as 5th)? It just seems that Forge Ring should be more attractive in some way.

If you follow the guidelines in the DMG (or was it Arcana Unearthed...?) there are guidelines for what kind of magic can be tied to what kind of item.

You'll note, for example, there is no Wondrous Item that provides a deflection bonus like a Ring of Protection (off the top of my head, and just as an example).

If a player can just make Socks of Protection, wellll....

If, as the DM, you allow the players to stick any old spell in any old item and make it permanent then, NO, there is no point to forge ring.

Wulf
 

Because you aren't supposed to just "whip up" brand new magic items at the drop of a hat. The ones listed in the DMG are what items have known "recipes" for. It should have magic item research times and guidelines in their too. I'd suggest a research time as if you were researching the required spells for the item you wished to create.
 


If you feel like the core rules make no sense (I don't), you can pick up an alternative - Mystic Eye Games' Artificer's Handbook. It has rules that allow you to replace the core feats with basically three - create minor, create moderate, and create major item.

I'm with you. It doesn't make any sense to me as to why I would need one feat to create a ring of water walking, and a second feat to create boots of water walking.
 

the answer is no. there is no hidden advantage. it is just plain obvious. don't take magic item creation feats. just kill things and take their stuff. or go to ye olde magic shoppe and purchase what you want outright. :p
 

No advantage whatsoever, if your GM allows you to create new items not in the book. The sad truth is that the item categories in D&D are purely arbitrary, and really don't mean much anymore. A much better approach is the one in Arcana Unearthed, which replaces the D&D item creation feats with "Craft Spell Completion Item", "Craft Charged Item", "Craft Constant Item" and the like.
 

die_kluge said:
If you feel like the core rules make no sense (I don't), you can pick up an alternative - Mystic Eye Games' Artificer's Handbook. It has rules that allow you to replace the core feats with basically three - create minor, create moderate, and create major item.

I'm with you. It doesn't make any sense to me as to why I would need one feat to create a ring of water walking, and a second feat to create boots of water walking.

Its for when you have a DM like me. If it has exactly the same function as a ring, it requires Forge Ring. If it has a completely different form, it ALSO requires Craft Wondrous.

Of course, the only reason I rule that way is because there's no reason to take Forge Ring. :)

PS
 

In my campaign we've folded Craft Ring into Craft Wonderous (although you still can't make rings 'till 12th level, but you don't need to purchase a new feat for it).

We've also folded Craft Staff into Craft Wand in a similar manor.
 

I like (a LOT) the idea of "Craft Spell Completion Item", "Craft Charged Item", and "Craft Constant Item". That's a great mechanic -- feats that, because they are rules, work with the rules. That lets me make a ring that shoots fireballs but only has 50 charges and requires that I at least understand the concept of fireballs as magical spells (ie, have it on my spell list). Very cool.
 

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