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XP Cost to use a Magical Item
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<blockquote data-quote="Beholder Bob" data-source="post: 1529902" data-attributes="member: 12866"><p>Jeez, some people take the exp idea rather hard! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Rather then making all items cost exp, it would make for a nice change of pace. You could even make it a style of an old civilization or odd culture. Imagine wands that drain the user 10*(Caster LV) exp each time they are fired - but do not run out of charges. Perhaps cap it at 5 or 10 uses a day. I'd give a good discount for making items that cost exp, and of course still allow items that do not use exp be made. The exp cost would only be for activated abilities, not continuos ones (so, no, +1 armor has no cost, but activating the ring of shield spell does...), and would be included with the standard action to activate the ability. Perhaps a 10-20% discount on the cost to make such an item - both in cash and exp.</p><p></p><p>Certainly would not allow the item to drop you in level - and for those with the minimum exp, allow them to earn an exp deficit to pay off - but with a 20% penalty for 'early withdrawal' (why would they be able to use a rod for all of 3rd level, then not be able to use it the day he reaches 4th level?)</p><p></p><p>Also - what about a standard item - but with exp burn to boost it? A wand of magic missiles - but for 10*(Caster LV) exp and 2 extra charges, it is maximized that round?</p><p></p><p>Perhaps even make items that grow with the user - say a cloak of invisibility that costs 50 exp to use, but once the owner has put in 1000 exp, it now works for 'free'. Perhaps it then gains the ability to cast improved invisibility, but for 500 exp.... Basic idea is giving out items that grow with the user IF used, not simply improving because the owner went up a level.</p><p></p><p>As to 'screwing over the players'... Go home and cry to momma! (Ash)</p><p></p><p>If the DM calculates items such as these as being worth less because of the exp cost - that implies more treasure is going to be given out. If the DM doesn't do it, if the cold hard world of DND is getting you down - Good for the DM! I give my players 1/2 exp and 1/2 treasure! I grew up with 1st edition, I had to go uphill both ways walking in the snow to get our exp, our 1st level characters died every other game - and we liked it! Our wizard got 1 spell with no specialization or INT bonuses, we rolled 3 dice to... to... Oh hell. Never mind.</p><p></p><p><span style="color: Red">B<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />B</span></p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1529902, member: 12866"] Jeez, some people take the exp idea rather hard! :p Rather then making all items cost exp, it would make for a nice change of pace. You could even make it a style of an old civilization or odd culture. Imagine wands that drain the user 10*(Caster LV) exp each time they are fired - but do not run out of charges. Perhaps cap it at 5 or 10 uses a day. I'd give a good discount for making items that cost exp, and of course still allow items that do not use exp be made. The exp cost would only be for activated abilities, not continuos ones (so, no, +1 armor has no cost, but activating the ring of shield spell does...), and would be included with the standard action to activate the ability. Perhaps a 10-20% discount on the cost to make such an item - both in cash and exp. Certainly would not allow the item to drop you in level - and for those with the minimum exp, allow them to earn an exp deficit to pay off - but with a 20% penalty for 'early withdrawal' (why would they be able to use a rod for all of 3rd level, then not be able to use it the day he reaches 4th level?) Also - what about a standard item - but with exp burn to boost it? A wand of magic missiles - but for 10*(Caster LV) exp and 2 extra charges, it is maximized that round? Perhaps even make items that grow with the user - say a cloak of invisibility that costs 50 exp to use, but once the owner has put in 1000 exp, it now works for 'free'. Perhaps it then gains the ability to cast improved invisibility, but for 500 exp.... Basic idea is giving out items that grow with the user IF used, not simply improving because the owner went up a level. As to 'screwing over the players'... Go home and cry to momma! (Ash) If the DM calculates items such as these as being worth less because of the exp cost - that implies more treasure is going to be given out. If the DM doesn't do it, if the cold hard world of DND is getting you down - Good for the DM! I give my players 1/2 exp and 1/2 treasure! I grew up with 1st edition, I had to go uphill both ways walking in the snow to get our exp, our 1st level characters died every other game - and we liked it! Our wizard got 1 spell with no specialization or INT bonuses, we rolled 3 dice to... to... Oh hell. Never mind. [COLOR=Red]B:]B[/COLOR] [/QUOTE]
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