XP as Cash for Items and Spells

I don't use the XP system in my game so obviously it can't be spent on items or spells. Spells use gold instead of xp and items cost 75% market value instead of 50% to make.
 

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While xp isn't perfect, considering how much gold you are saving when you make magic items. Every xp spent is worth 12.5 gp in item costs. You can get far more powerful items if you are willing to spend some xp.
 

Raigon said:
I dont think the issue here is loosing the level. The issue is how xp is used in item creation. However the player CAN efectivly loose a lvl compared to the other members of the party.

*lose

Spelling nitpicking aside (beware pet peeves!), the XP gap between item crafters and other party members is self-correcting once the rest of the party is truly a level ahead - the item crafter earns more XP per encounter, so he catches up to the others fairly quickly.
 

If you are going to do a craft point system. The best system I've seen is 1% of all xp earned goes into a craft pool for every craft feat you have. Works out nice and wizards start earning points into it right away.

Also letting spellcasters take xp away from magic items and disenchanting them, takes half the time enchanting does and all xp used to make item is added to your craft pool. (75% works well too)
 

xp for items is good

For all PCs I've had who have taken 1+ item creation feats, the increased power of the party and/or the PC was easily worth the XP. For that matter, when the DM is using 3.5 XP rules, someone who primarily creates items wants to typically be a level behind the rest of the party - they gain extra XP that way, and often the extra items can make up for being 1 level behind.

Frankly, I think that the main weakness of the system is that it treats the value of XP:GP as a constant ratio, whereas the standard tables for typical GP and required XP at any one level don't follow this. It ends up meaning that item creation is more valuable at lower levels, when gold is more of a limiting resource, and weaker at higher levels, when XP is more of a limiting resource. I think that ideally the XP:GP ratio for item creationshould be changed to a curve to match the changing XP:GP ratios, so that the value remains relatively constant.

So an item in the range of 50 GP might have the current ratio, whereas an item in the range of 200,000 GP might cost fewer XP and more gold than the current formula.
 
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