XP costs - use them or lose them?

XP costs - Use it or lose it?

  • Follow the rules - XP costs are there for a reason.

    Votes: 108 78.3%
  • XP costs for magic item creation, but not spells.

    Votes: 8 5.8%
  • Only ~1/2 XP costs.

    Votes: 4 2.9%
  • No XP costs on anything, ever. Ever.

    Votes: 18 13.0%

Re: Re: Re: XP costs - use them or lose them?

Bagpuss said:


That still means the person creating items will eventually be about at least a level behind the person he makes the item for.

So? The point is you won't be falling even further behind.

The FRCS method only awards extra XP once you have already fallen more than a whole level in XP behind the rest of the players.

At which point you're likely to make up the difference in a couple of sessions, if experience is any guide.

Say a cleric creates a magic sword for the fighter, the fighter gets the benifit and the cleric takes the penalty, doesn't make much sense.

The cleric is perfectly free to charge the fighter a premium for his services. Say 25% of the market price, which still gives the fighter a break and also nets the cleric a nice profit. All that money adds up, believe me.
 
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Re: Re: Re: XP costs - use them or lose them?

Bagpuss said:

Say a cleric creates a magic sword for the fighter, the fighter gets the benifit and the cleric takes the penalty, doesn't make much sense.

Odd- I thought the party benefited from the fighter being able to fight better.

SD
 


I've toyed with the idea of doubling xp cost for magic items, but allowing someone else to pay it. Thus, the wizard can enchant the fighter's sword, but can have the fighter provide the xp.

OfficeRonin
 

Re: Re: Re: Re: XP costs - use them or lose them?

Sagan Darkside said:


Odd- I thought the party benefited from the fighter being able to fight better.

SD

Does it also benifit from the cleric having a reduced spell selection and less spell slots?
 

Re: Re: Re: Re: Re: XP costs - use them or lose them?

Bagpuss said:

Does it also benifit from the cleric having a reduced spell selection and less spell slots?

How much xp do you think it costs to craft an item?

1/25 the base cost, iirc

The only possible way this could cause a level issue is if:

1) The dm is offering no magic items in the campeign, and the cleric is the only source.

2) The pc's are too picky with the items and too cheap to spend full price on them.

I had pc's make lots of items imc. It has never caused a level difference for any more then one session. It usually does not cause any difference.

SD
 

Psion said:
Once again...

none of the above.

I use the listed costs, but allow power components. See the power component rules in the DMG.

A much better solution IMO. I only use power components-- no xp costs at all
 

No XP at all for me as DM or player. I can't stand having to use it 'buy' items, and I hate it when all of the other players ask for something to be made when I am only ~300 XP or so away from the next level.

I use a percentage chance of failure for magic item creation, and actually AWARD XP for making items, as the party is usually spending small fortunes to get bonuses on armor and weapons. And now that it is even tougher since the mage has to learn to craft all of these different items, I think the rewards are quite justified. Oh yeah, when they try to create items there is always that chance it could blow up their lab with them in it, hence the risk/reward system is preserved.
 

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