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Switch to Forum Live View Should PCs to have the ability to Create Magic Items?
1 year ago  ::  Apr 18, 2012 - 7:49AM #21
Lawolf
Date Joined: May 4, 2008
Posts: 4,407
I want pcs to have the option to create magic items, but only through epic quests. Be it find the secluded sword smith on the mountain top and get him the horn of bazlegog, or travel to the soul forge of mount kazodan and create it yourself. As long as 1) it does not take character resources (anyone can make items if they would like, or anyone can find the mystical smith to make it)
2) the DM has the final say, but guidelines are given for price and effort required
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1 year ago  ::  Apr 18, 2012 - 12:01PM #22
MechaPilot
Date Joined: Oct 5, 2007
Posts: 10,065

Apr 18, 2012 -- 7:10AM, Emerikol wrote:

Apr 18, 2012 -- 6:59AM, frothsof wrote:

if pcs cant create items that will be the one 'new' design element of 5e, bc every other edition ever made allowed it in some form or fashion




I'm ok with the 1e,2e approach.  Basically entirely up to the DM who can just say no.  That makes it practically non-existant.



The DM still had the ability to say no in 3e and 4e as well.  It's just a setting consideration, which most people say is fine as being up to the DM (like only having certain races/classes in a given setting).  DMs could say no to the process outright, or they could reserve the right to approve magic items.  If magic items got out of hand in those editions, it's because the DMs allowed it to happen.

Why Mechanics-Alignment Integration is Bad Show

Mar 4, 2012 -- 5:04PM, MechaPilot wrote:

Mar 4, 2012 -- 3:46PM, Warrant wrote:

so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.


Really?  So it goes something like this?

Fighter: "I want to be a paladin."
NPC: "Really?"
Fighter: "Yes."
NPC: "Very well."  Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?"
Fighter: "I do."
NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?"
Fighter: "What?"
NPC: "I don't know what it means either."
Fighter: "Oh.  Umm, ok I do."
NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics."
Fighter: "These what?"
NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."


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Apr 16, 2012 -- 9:27PM, Frostball wrote:

So the system is designed such that every single hit needs to be described to avoid confusion?  Here's a scenario.  The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land.  They are naked and they fight drakes taking damage throughout, but healing up with surges.  Later they meet the guy who raised the drakes.

Part 1:  I didn't describe any of the hits.  What does he see?

Part 2:  Lets say I described the drakes as biting the players, yet they healed up.  What does he see?



Fencing & Swashbuckling as Armor.

D20 Modern Toon PC Race.

Mecha Pilot's Skill Challenge Emporium.

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1 year ago  ::  Apr 18, 2012 - 6:52PM #23
Dilias
Date Joined: Mar 4, 2012
Posts: 35

I think that simple disposable items like potions and scrolls are ok for characters to make and fairly easily. Permanent items should be much more complex. They should require adventuring and multiple quests to be able to create. One thing I never liked about 3rd edition was making a magic item was about as exciting as watching paint dry. Making a magic item should be a momentous occasion, a mile stone in a character’s career not just something they do when they have down time. I do like the idea of magic items growing with the characters. Maybe something like the weapons of legacy system except instead of feats it would be rituals and quests used to empower the items. This would be a neat way to solve the problem I have always had with a character at low level acquires a magic sword on an adventure it is a +1 sword but also a family heirloom (maybe his father’s). This sword is great for a while but after say 10th level it is kind of lame compared to what he probably should have so he stops using it and picks up a +3 sword or whatever he finds that is more effective. In essence if the items grow with the character then there are no junk items.  

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1 year ago  ::  Apr 18, 2012 - 8:11PM #24
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,302

Apr 17, 2012 -- 7:16PM, Acidicwindex wrote:

I just hope they don't remove PC abilities to make magical items entirely.  I love playing a mystical character who takes great time and effort to enchant an item.  While i don't want magical items too easy to make, I like have a set system to create items.  Wielding a magical item you put time and effort into building is fun from a roleplaying aspect.  Furthemore, playing an alchmist who brew potions is fun.  Potions of healing are also a d&d hallmark item for me. 

In 2nd edition it took a permanent constitution point to creat any magic item other than potion or a scroll. A mere +1 Item really sapped a creator's vitality, but then again there creature who could only be would with a magic item, so even +1 item was prety rare.  In 3rd edition it took time, wealth, and xp.  Almost every NPC had magic loot, magic items were not only pleantiful, but a necesity.  In 4th edition all one needed was a one hour ritual.  As a result, Magic items functions and utlity was greatly reduced.  I play very little 4th ed.  Thus i remeber a potion of healing being a vital part of every adventurer's equipment, and to me part of makes D&D D&D.  Remember that potions and scrolls are Items too.  One had items too difficult to create, another made them soo vital that they were the Biggest part of a PCs budget, and 4th ed made them so common it took the charm out of going through the effort to make them.

I am cruious what balance other gamers think about this topic


AD&D's 'Enchant Item' system always seemed kind of bad all around to me. You had to get up to a level (13th) at which very few characters ever achieved and most campaigns stopped before reaching. Thus you could go years of play without any of the fun of making items. Then the system had a huge chance of failure, and cost permanent CON loss. It was senseless to make things like +1 items and there was never any explanation of where those could come from (cause no archmage was ever going to waste a CON point on a +1 Sword, no way no how).

I can't comment much on 3e. It seems like the process was long, but also easy.

4e has evolved. It is true that the enchanting is a relatively short ritual. OTOH it is costly and as of the latest rules you may well have to find odd components and etc to make anything that isn't very basic. Items are still valuable and pricey so it isn't that bad.

I think something closer to the 4e way makes sense. Items can be crafted even at low level, albeit minor ones. At high levels you can make some pretty cool stuff. It isn't a walk in the park to do it, but once you have jumped through the hoops it isn't that bad. It is obvious why good items aren't common, but it also makes sense that people do craft items.

That is not dead which may eternal lie
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1 year ago  ::  Apr 18, 2012 - 10:21PM #25
Shasarak
Date Joined: Sep 4, 2007
Posts: 4,307
I like players being able to make magical items as long as they do not end up like the ones in 4e where you basically just spend an hour and X gold to create them.

I mean I can not think of anything more boring then that - where is the adventure and risk?
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1 year ago  ::  Apr 19, 2012 - 5:00AM #26
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,302

Apr 18, 2012 -- 10:21PM, Shasarak wrote:

I like players being able to make magical items as long as they do not end up like the ones in 4e where you basically just spend an hour and X gold to create them.

I mean I can not think of anything more boring then that - where is the adventure and risk?


IMHO though that doesn't really fairly characterize what happens in 4e.

First of all you can only make a few very generic items easily. Even then you can only make items which are relatively low power since anything nearly as good as what you're likely to find in treasure at your level is both over level and far too expensive to afford.

Secondly, if you do want to make more interesting items, and again you still can't afford to make the really interesting items or have the levels to make them, you're going to have to do exactly what you did in other editions, get the DM to tell you what you need to do to make them. This will usually involve quests for formulas and/or unusual ingredients, etc.

The 'one hour casting time' is the tip of the iceberg, nor is it 'X gold to make them'. So the only way it is that boring and uninteresting is if the DM decides to let you make any old thing and ignores rarity and if he gives out gobs of ritual components in excess of anything recommended in the DMG.

Making things like scrolls and potions, consumables in general, is pretty much the same story. It is pretty easy to make some very basic lower level stuff, but any of the more cool stuff is entirely at the whim of the DM and can require jumping through any arbitrary flaming hoops, or even not allowed at all.

Now, lets consider how this might work in 5e. Presumably you'll be able to make some sort of items. Personally I'd like it if crafting doesn't require always being basically an epic level caster and permanent sacrifice to even make minor items. Seems like something like rarity makes sense. That way you can make some stuff and other stuff is harder or impossible to make. 4e's level based ranking of how powerful the items you can make are also makes sense. IMHO something pretty similar to the way 4e does it now post-Essentials should work quite well. I'm not sure what other sort of procedure would be better. Spending XP like in 3.x didn't seem to be better (and was illogical as all heck). AD&D's method was WAY too restrictive. The fluff associated with the 4e method could of course be modified in a couple ways. Maybe there's a different ritual for each type of item for instance. They could make a list of possible ingredients for the DM to draw from, and a couple of examples perhaps. Beyond that I don't have much.

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1 year ago  ::  Apr 19, 2012 - 8:29AM #27
Ryklu
Date Joined: Mar 21, 2011
Posts: 67
Perhaps magic-item creation could be best represented by a convergence of three elements: money (easy enough to find), time (arbitrary, but it offsets the "create item x for the current situation y" scenario), and skills (you can only create what you know).

The money element could be left to the DM, but here are some ideas:
  • The item to be enchanted should cost between 3x and 5x the price of a similar, normal item, which reflects the high quality and perfect craftsmanship of the item in question.
  • If the item is a simple +X to attack, AC, or a skill, the prices could be preset.
  • If the item recreates a spell or effect, it could cost a reasonable multiple of the spell or effect's level.  
  • This entire process won't be a strong deterrent at low levels, but it will become costly as players seek to enchant items with powerful spells or effects.


Time would link to the necessary skills in the following manners: 
  • The DM determines how many skill checks must be accomplished before the item is complete.
  • Each skill check takes one day, one week, or one month (depending on the power of the item).
  • If a third-party character (anyone beyond the single person who initially started the item creation process) attempts to help, that person suffers a hindrance to their skill checks; this reflects the realization that the item is unfamiliar, and it limits a party's ability to pool resources while mass producing powerful items, yet it still allows for outside help during the creation process.
  • If 25% (rounded up) of the skill checks are failed during the item creation process, the process fails, the base materials become of normal value (they lose the initial 3x to 5x value), and they cannot be enchanted; the entire process must start anew.


Does this idea make item creation too easy, accessible, and powerful?  Perhaps.  If the DM is lenient, magical items could soon become standard fare.  However, a DM that exercises restraint and caution could use such a method to allow the characters to determine their own success or failure.

As this is a mere idea--hastily created, too--it won't satisfy the many ideas and views that we have, but I would like to see something similar in the next iteration of D&D; I would like to see an item creation process that incorporates a mixture of time, skill, and money, but I don't want the process to seem contrived or a mere speed bump on the road to power.  Creating a magical item should be a reflection of a character's dedication, intrinsic values, and scope of existing power.
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1 year ago  ::  Apr 19, 2012 - 2:15PM #28
Shasarak
Date Joined: Sep 4, 2007
Posts: 4,307

Apr 19, 2012 -- 5:00AM, AbdulAlhazred wrote:

Apr 18, 2012 -- 10:21PM, Shasarak wrote:

I like players being able to make magical items as long as they do not end up like the ones in 4e where you basically just spend an hour and X gold to create them.

I mean I can not think of anything more boring then that - where is the adventure and risk?


IMHO though that doesn't really fairly characterize what happens in 4e.




Thats probably one of the reasons why it was changed to add the "rarity" back to the system.

The original creation rules are as simple as: "You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create."

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Fighters: Using socks to kill monsters since 2012

DnD Next: Now with more then 4 minutes of Roleplay per gaming hour

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"If you can't make an interesting human fighter, then you aren't ready to play anything else yet" Edymnion

"The idea of resting up between encounters to fill-up on hit points and spells struck my meta-gaming nine-year-old as a distinct possibility. "Are you mad?" says my seven-year-old "This place is full of monsters!" "jamesgrahamuk


All characters have a story. Spoiler: Show
Sometimes that story is short and sometimes it is long. They can be tragic, comic or absurd. Some teach. Some are just to fill the empty spaces in our lives. Rarely it is a transcendent fugue only half remembered but wondered at. And frequently: "it is a tale told by an idiot, full of sound and fury, signifying nothing." -William Shakespeare
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1 year ago  ::  Apr 19, 2012 - 3:24PM #29
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,302
Eh, I'm not too fond of the "you make a big list of skill checks that isn't related to any conflict and if some of them come up low you fail" concept. I'd much rather have the story constructed in such a way that the 'skill challenge' is related to some conflict that arises out of the PC's desire to make the item. Failing may thwart the character's plan to make the item, but that is both cooler and rather different from just failing some empty skill checks.

If I were going to interject dice into the mix directly I'd be much more tempted to use them to decide exactly what really happened. Is the item what you were aiming for? Is it defective in some way? Cursed? Even better than what you were going for? Any of those might be interesting possibilities.

I'm not super sold on the "the ritual must take weeks or months" thing either. It is cool for the process to take weeks or month, or even years, but again why mechanically force that to be the case? The time spent should be interesting. If you want to make a magic throwing hammer, well, you better plan on a journey to the Great Forge to learn the secrets of hammer forging or get the special steel or whatever.

As you can tell I'm not fond of 'plot rules' and 'world rules' which hard code the way things have to work to that degree. While 4e really should have made the process more interesting from the start I think they had the right idea in not larding story related stuff with strict rules.
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1 year ago  ::  Apr 19, 2012 - 4:46PM #30
Garthanos
Date Joined: Jan 15, 2009
Posts: 18,559

Apr 19, 2012 -- 2:15PM, Shasarak wrote:

Apr 19, 2012 -- 5:00AM, AbdulAlhazred wrote:

Apr 18, 2012 -- 10:21PM, Shasarak wrote:

I like players being able to make magical items as long as they do not end up like the ones in 4e where you basically just spend an hour and X gold to create them.

I mean I can not think of anything more boring then that - where is the adventure and risk?


IMHO though that doesn't really fairly characterize what happens in 4e.




Thats probably one of the reasons why it was changed to add the "rarity" back to the system.

The original creation rules are as simple as: "You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create."




Finding the right components can make a fine quest (never use residuum) 

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