|
1 year ago ::
Mar 20, 2012 - 3:01PM
#1
|
XunValDorl_of_HouseKilsek
Date Joined:
May 31, 2003
|
Something that I have found is that creating magic items is too easy. I hope and pray that this is something that is changed in D&D Next. I've always liked the XP costs because you have to sacrifice but the math was off. If they used the XP, with the math fixed, and some other mechanics on top of that then I think they could pull of a magic item creation rule.
What do you think?
|
|
|
|
1 year ago ::
Mar 20, 2012 - 3:09PM
#2
|
|
|
I wouldn't mind magic items being free and require some sort of mini adventure like in 2nd edition. I always liked that system. Having adventures centered around a character are always a good thing in my opinion.
|
|
|
|
1 year ago ::
Mar 20, 2012 - 3:10PM
#3
|
|
|
Something that I have found is that creating magic items is too easy. I hope and pray that this is something that is changed in D&D Next. I've always liked the XP costs because you have to sacrifice but the math was off. If they used the XP, with the math fixed, and some other mechanics on top of that then I think they could pull of a magic item creation rule.
What do you think?
Personally, I dislike XP costs because I don't use XP. If you want to make it have a sacrifice rare items (dragon teeth, fancy minerals) seem to work better.
|
|
|
|
1 year ago ::
Mar 20, 2012 - 3:28PM
#4
|
Date Joined:
Mar 19, 2004
|
Only high level PCs can craft magic items. No nonsensical XP costs. Simple.
NPC's need not apply.
|
|
|
|
1 year ago ::
Mar 20, 2012 - 3:34PM
#5
|
Date Joined:
Dec 12, 2011
|
Something needs to be done. I want characters to be able to make magic items--I just don't want them to be magic item factories. There are pros and cons to using XP, but quest-based doesn't always fit for many items, either (I feel it fits the more powerful and "unique" items, but not so much the minor things). The more powerful the item, the longer it sould take (in-game time, of course) to create.
Playtest or get off the playtest boards.
---
I want justice for the voice that can't be heard Vindication for every suffering and hurt Let retribution hold dominion over earth --Nemesis, VNV Nation
|
|
|
|
1 year ago ::
Mar 20, 2012 - 4:08PM
#6
|
Date Joined:
Nov 13, 2011
|
what role do you want magic items to have in the game though?
D&D's magic items have never been too interesting, or at least not the most commonly found ones. the other is how magic items tend to be more the focus of the character over his or her skill. in AD&D no matter how skilled a swordsman you are, if you don't have that magic sword, you litterally cannot hit a low level outsiders, some aberrations and undead (if memory serves, at least. i'll be honest that i haven't looked at those old monster manuals in years).
and as bad as people say 4th ed is reliant on gear, at least it was only 3 pieces of gear (weapon, armor, neck), i found 3rd ed to be the worst of all on gear dependance, with requiring at least 1 item of stat boost, often 2 (generally your offensive stat, like str for noncasters, int for wizards, etc..., and your con) 1 item for a save boost, a magic weapon for the fighter types, items that stack miss%, something to allow for flight, scrolls of situational spells (stone to flesh, break enchantment, etc...) if you're a caster, etc...
if you're going to be making magic items optional, don't have their abilites modify the math of the game. the magic items should allow the characters new methods of dealing with problems, not simply allow them to facepunch you harder. honestly, the boring +1 sword should should be burned in the forge that made it... along with it's creator.
|
|
|
|
1 year ago ::
Mar 20, 2012 - 4:10PM
#7
|
|
|
Please no return to xp for magic items. I love 1e and 2e, but the xp use was annoying for items. I like the the ritual.
|
|
|
|
1 year ago ::
Mar 20, 2012 - 4:18PM
#8
|
XunValDorl_of_HouseKilsek
Date Joined:
May 31, 2003
|
I think items should be categorized by level and you can't create items until you reach that level. Also what XP's intention was to control the flow of magic items and I liked that. At higher levels it began to break down because the XP loss was minimal.
I love Pathfinder but restricting item creation to simply time and gold isn't enough to hold back the brokeness. Making it a ritual is exactly the same as putting a gold limit on it. Instead of finding a Magic Shop to buy it in you just pay the gold and the ritual makes it for you. There really is no difference in 4th edition between buying it from a magic shop or making it on your own, except for the fact that it's easier to use the ritual than buy it in a magic shop because if your DM limits magic shops that still leaves you with the ritual at any time.
|
|
|
|
1 year ago ::
Mar 20, 2012 - 4:26PM
#9
|
Date Joined:
Nov 13, 2011
|
you do know the problem with 3rd ed and pathfinder's magic item problem isn't the creation process, but the fact that magic in those games are just big "win" buttons right? t's not the fact that they can create items that's the problem, it's the fact that they can create items that "solve problem X/day".
|
|
|
|
1 year ago ::
Mar 20, 2012 - 4:37PM
#10
|
XunValDorl_of_HouseKilsek
Date Joined:
May 31, 2003
|
you do know the problem with 3rd ed and pathfinder's magic item problem isn't the creation process, but the fact that magic in those games are just big "win" buttons right? t's not the fact that they can create items that's the problem, it's the fact that they can create items that "solve problem X/day".
I've never found that to be the problem. The problem I am finding is the fact that at high levels it's possible to make a staff with 50 wishes and a luckblade at 5th level.
|
|
|