Repairing magic items [Archive] - Wizards Community

Post/Author/DateTimePost
smickra

02-02-06, 03:09 AM
I am glad to see this added, having almost become a victem of improved sunder myself.

Some points though:

1. Most PCs are not crafters, can we not take the item back to source to have it repared. perhaps paying an extra TU cost.

2. Why limit it to armour, weopons, wondrous items and rings? Wands, staffs and rods represent a significant player investment, and it should be as easy to mend a broken stick as say a broken dagger and by the current version you can repair a broken Qualls feather token (1 use consumable item) but cannot repair a wand with 45 charges in it.

3. I think you need to clarify that these rules cannot be used to recharge a charged item eg gem of brightness etc

Thanks for listening

Thomas
Ballaratgreg

02-02-06, 05:46 AM
Hi All

I noticed that Shields are not included in the list of items that can be repaired. Is it assumed that shields are included in armour, or is there a reason for excluding them that I cannot see?

Cheers

Greg
jimmy_dowdall

02-02-06, 07:47 AM
i agree with thomas, where are rules for repairing wands, i had a wand which my character crafted which was then sundered and there is nothing i can do to repair the wand, i invested tu's, xp, and a lot gold into that wand to find myself shafted by a grey area in the rules. my character has the knowledge to create the item so should he not has the knowledge to repair the wand, maybe there should be some loss of charges or something but too lose the lot seems unfair, my wand was sundered during a living greyhawk game and reckon you guys how hard it is to rack up a decent amount of cash in that system.

jimmy
Madfox11

02-02-06, 08:08 AM
2. Why limit it to armour, weopons, wondrous items and rings? Wands, staffs and rods represent a significant player investment, and it should be as easy to mend a broken stick as say a broken dagger and by the current version you can repair a broken Qualls feather token (1 use consumable item) but cannot repair a wand with 45 charges in it.

Because the official D&D rules only allow the repairing of the mentioned items. Wands, staffs and rods cannot be repaired. Reread the various item crafting feats for the details.

Note that shields are indeed part of armor and hence can be repaired.
Morgan the Bold

02-02-06, 08:30 AM
I am glad to see this added, having almost become a victem of improved sunder myself.

Some points though:

1. Most PCs are not crafters, can we not take the item back to source to have it repared. perhaps paying an extra TU cost.

I agree. Many PCs don't have access to the proper crafting feat. Craft Wondrous Item may be the most popular LG crafting feat. But, Craft Magic Arms and Armor is rarely taken by wizards and clerics in LG. Those PCs can simply cast Magic Vestment or Greater Magic Weapon.

How abour letting a PC, without the proper feats, spend additional TUs and gp to fix his/her broken item?

Since the normal cost is 50% of the creation cost in both gp and xp, I suggest an additional 10% increase in gp and another 2TUs.

Another alternative is to allow cohorts to select the various crafting feats but only allow them to repair broken items.
redgamer

02-02-06, 09:37 AM
Because the official D&D rules only allow the repairing of the mentioned items. Wands, staffs and rods cannot be repaired. Reread the various item crafting feats for the details.

Note that shields are indeed part of armor and hence can be repaired.

This still needs to be said explicatly as for most instances sheilds are not inclided in armor.
Randakar

02-02-06, 09:56 AM
Another addition that might be worth considering: Allowing a character to partially repair an item.

Example (not too far away from reality): Rupert the swift's small sized +1 cold iron defending holy rapier gets sundered during an adventure.

Arenda the cleric of Pholtus, another character on the table, can craft a +1 holy rapier using her craft arms & armor and good domain, but is unable to enchant it with 'defending'. Hence, as per these rules, she cannot repair it.

A partial repair rule however would allow her to repair the +1 and the holy enchantment, paying the requisite costs as if she were repairing a +1 holy rapier.

Optionally, the rules might allow another character to repair the 'defending' enchantment 1 or 2 adventures later, as this enchantment was destroyed within the 3 adventure limit.
Iswald

02-02-06, 10:06 AM
Characters unable to repair items themselves can have another character at the table do so. The logic makes sense, but there doesn't seem to be any incentive for a second character to help out since the TU(s) and xp spent repairing an item for a random player at a con could have been used to earn experience for the crafter. Or, they could have just made an item for themselves with the same TU(s) and xp.

Also, the need for the repairer to have the same or better access than the individual who had their item sundered will cut down the number of people who can actually repair things.

It would be convenient if cohorts could fix items. But, I suspect that allowing it could lead to tables where players are discouraged from joining so that a cohort can play for the sole purpose of fixing a player's gear. In addition, it would seem that cohorts don't truly need to worry about xp or TUs and, possibly, even gold. At the moment, it seems to me that cohorts who could repair items would be almost the same as letting characters get items fixed for free.

It would be good if repairing items was a bit easier or less of a burden to the character who has to fix the item.
redgamer

02-02-06, 10:34 AM
My characters would fix anyones gear for them. While I'll miss the TUs in December I think crafters already get the longer end of the stick and thus would gladly suck up the lose and help another player out.
Randakar

02-02-06, 10:42 AM
I agree. Many PCs don't have access to the proper crafting feat.

How abour letting a PC, without the proper feats, spend additional TUs and gp to fix his/her broken item?

Since the normal cost is 50% of the creation cost in both gp and xp, I suggest an additional 10% increase in gp and another 2TUs.

I concur, but not with that number you just picked out of thin air.
If NPC's sell items for twice the amount it costs them to create it, they should also repair items for twice the costs of the repair. Which means that to have an item repaired a PC should pay half the amount needed to buy the item outright.

I also feel repairs should at minimum be limited to whatever that PC has access to. Otherwise things might get a little strange and unlogical. If a PC got an item off a random NPC she killed, who on earth is going to repair it's abilities?

I do agree on the TU bit though. Adding some TU cost is fair, since getting to some crafter who can repair an item is going to cost time just like in the case of raises. Maybe the TU costs could be dropped if you're in a town that has a high enough GP settlement limit.
In many ways this is like NPC spellcasting services I guess.


Another alternative is to allow cohorts to select the various crafting feats but only allow them to repair broken items.

That alternative has been neatly shot down in another post IMHO. A cohort is neither a craft factory nor a repair factory. Not that anyone in his right mind is going to give a cohort any crafting feats nowadays (even if just for the ability to repair stuff occasionally), but still.
Randakar

02-02-06, 10:51 AM
Maybe the TU costs could be dropped if you're in a town that has a high enough GP settlement limit.


Thinking about it some more: Repairing things takes time as well. In fact, the section on crafting neatly outlines how long it takes to craft an item: 1 TU per 5000 gp value of the item.

Given this I'd say: 1 or 2 TU to find your crafter (0 if you're in a town that has a high enough settlement limit OR if the adventure contains a crafter that could repair the item) and 1 TU per 5000gp repair costs (which translates to 1TU per 10000gp item value) - minimum 1.
chrispedersen

02-02-06, 11:03 AM
Because some will get down to 1 charge ask a fighter to sunder it.
And try to repair it to full charges.

Far cheaper to cast two wishes from the blade, sunder it and repair it than to make a new luck blade.

I think verbiage is needed that the repaired item returns to its previous charge level.

Now, personally, I do think you *ought* to be able to restore charges to a wand - Something like if the wand cost 30,000 - to restore 10% of its charges costs 10% I mean logically, if you can create it - and you create it over a period of days - then you ought to be able to recharge it. Perhaps even at a slight discount.

but that is not covered within the scope of the rules.

However, I do think that this would be beneficial to the game. There are many items that you never see in the game because the consumable cost is so high.

Chris
A'Talsen

02-02-06, 11:35 AM
Clearly, repairing magic items is a good idea, and a core idea.

The problem is that it isn't the crafter characters that need to option to repair, but the Non-Magic-Using characters (say Fighters and Rogues for example).

Given the reasons already stated about other characters at the table being unlikely to be *able* (even if willing) to repair any given item, I think the best solution would be to allow a character with a broken item to simply pay the repair cost and be done. If a TU cost is involved, that's fine too.

The issue is that repair should be availble to non-casters, and should not be reliant on PC casters.

---

If the repair *must* be made by another PC, at least allow the crafter PC and the character whose items was lost to pool their access for the purposes of repair.

Or for true simplicity, just allow any character with the approprate MIC feat and caster level to repair the broken item, without worrying about access or specific spells. Obviously the character with the item had access to it at one stage, so there should be no need to penalize the character for not having *current* access to the item.

Michael "Fish" Murphy
jimmy_dowdall

02-02-06, 11:44 AM
it should be that you can only repair an item up to the charges that where in it to begin with, but at the end of the day there should be some mechanism in place for wands etc to be repaired its just a matter of working out cost and after affects should a repaired wand have a malfuction rating or something simliar.

jimmy
rook1138

02-02-06, 01:20 PM
Clearly, repairing magic items is a good idea, and a core idea.

The problem is that it isn't the crafter characters that need to option to repair, but the Non-Magic-Using characters (say Fighters and Rogues for example).

Given the reasons already stated about other characters at the table being unlikely to be *able* (even if willing) to repair any given item, I think the best solution would be to allow a character with a broken item to simply pay the repair cost and be done. If a TU cost is involved, that's fine too.

The issue is that repair should be availble to non-casters, and should not be reliant on PC casters.

---

If the repair *must* be made by another PC, at least allow the crafter PC and the character whose items was lost to pool their access for the purposes of repair.

Or for true simplicity, just allow any character with the approprate MIC feat and caster level to repair the broken item, without worrying about access or specific spells. Obviously the character with the item had access to it at one stage, so there should be no need to penalize the character for not having *current* access to the item.

Michael "Fish" Murphy

Not to mention, there are a lot of cheaper enhancements armor and weapons have, and are common at the lower APLs, that aren't craftable by lower level PCs. Or Items that are not even craftable by PCs at all because of retirement age or restricted spells.

Glamored is cheap, fairly common, but CL 10
Light Fort armor is only a +1, but CL 13 (as are all the forts)
Spell Storing weapon is only +1, but CL 12
most flying items require permanency
Goggles of minute seeing, cheap, common, but requires a 5th+ lvl spell (true sight) yet only CL3
etc

So this, on top of the access issue (especially for weapons/armor with non PHB enhancements like sacred and stuff), and the fact that there really isn't a reason why a wizard would even take Craft arms and armor since they can't really use it too much themselves and can't sell items to others.

As it stands now, the addition of this rule is a nice thought, but utlimately only barely better than not having it in there in the first place.

Matt Thompson
Mithrus

02-02-06, 01:40 PM
I wholeheartedly agree with the idea that any character should to be able to have their items repaired. Otherwise, this new ruling affects perhaps 10% of the LG population. I also think the cost for repairing is too high as listed in the revised LGCS, given the time limit on fixing the item is at most 4 adventures (current + 3). Since few have brought this up, it seems I am in a minority of opinion. I can see giving a price reduction for being able to craft the repaired item, but I certainly hope the cost doesn't increase from this for non-crafters. Finding a suitable NPC-crafter shouldn't be more involved than paying TUs to travel to the capital city of your region.

Overall, LG is a cash-poor game (you could call it fixed-income), at least until 10+ level. Granted, paying 1/4 the store price to have an item repaired may seem reasonable, but paying both gp, exp, and TUs has a cumulative effect. The additional TUs also prevents this character from earning additional potential revenue. In addition, this "repair bill" takes away from money that would need to be spent in upgrading/acquiring new items. While this is true for any penalty, sundering items under the current 3.5 rules is far too easily accomplished, and I fear that this will have a more devistating effect on a character than death...
rook1138

02-02-06, 02:11 PM
the way it is currently drafted, it is extremely unlikely that an item owned by a non-caster will be repairable (access issues, CA&A being almost uselss for most arcane types and a decent chunk of divine types, especiallly since they generally have better things to spend feats on), yet because the rule exists that it is theoretically fixable, a lot of judges won't think twice about sundering the items of said non-casters.

I'd almost rather have the rule not in at all than as it stands in the draft, since a lot of sane judges won't sunder (or at least, not often) since it was an irrevocable loss to the PC, and was by far more debilitating than a death (even one requiring a ress instead of a raise).

Make it actually usefull or erase it please. If the PCs can find people to make items from scratch, why can they not find people to repair said items as well? Since PCs can't buy items from other PCs, why do they need to find a PC that can fix their items?

Matt Thompson
Munkwunk

02-02-06, 03:24 PM
I agree with all of the ussues mentioned above, but I would also like to bring another one to the table.

What happens when a PC sunders an enemy's item? Under the old rules, that item is simply stricken from access on an AR (and the player is verbally abused by many of the others at the table for "destroying the treasure" -- I have first-hand experience with this). If it is possible for magic items to be repaired, I believe rules should also exist for repairing items that would have been treasure on the AR.

In many cases, this won't be such a huge deal -- +1 longswords aren't worth the repair cost just to turn around and sellt hem for party gold. However, many of the unique items that people might want to purchase later *are* worth it. I believe players should have the option of paying the repair costs so that the item will still be available on the AR for people to have access to. This should be the case even if the player who sundered the item has to pay for the repair costs himself (a small price to pay to avoid being chastised).

Basically, I think it should be added to the Repairing Magic Items section that players may repair treasure even before it is purchase, that way they do not indefinitely lose access to it just because they chose to destroy it during the game. After all, if the NPCs are allowed to destroy our equipment with reckless abandon, we should be allowed to do the same.
chrispedersen

02-02-06, 03:25 PM
the way it is currently drafted, it is extremely unlikely that an item owned by a non-caster will be repairable (access issues, CA&A being almost uselss for most arcane types and a decent chunk of divine types, especiallly since they generally have better things to spend feats on), yet because the rule exists that it is theoretically fixable, a lot of judges won't think twice about sundering the items of said non-casters.

I know for myself I will happily repair any items I can at my table. In fact, I was considering as a wizard taking craft arms and armor at 15 - because I find myself wearing blended quartz armor, with a +2 mithral shield. And if I'm going to upgrade, I might as well pay half cost for it.

I'd also like the ability to stick Cure Serious into a sap with spell storing.
Low on hitpoints... just whack yourself with your CSW sap. You even get your subdual back = )

Adding the ability to repair items for people just makes it that much more attractive.

C
SteveMND

02-02-06, 04:59 PM
"Characters unable to repair items themselves can have another character at the table do so. The logic makes sense,"

Well, up to a point. Where it falls apart is that this idea of letting a player help another player in this manner goes completely opposite the "every man is an island," philosophy of the game that has been entrenched since the RUPs back in Y2.

Mind you, I don't like the "island" approach personally, but this seems very awkward to have it sidestepped in such a dramatic fashion.

I would also put my vote in on allowing anyone to repair such items; if they don't have the necessary feat to do it themselves, have TU costs added instead. Many of the rules in LG already serve to make the Craft feats disproportionally more useful than in typical campaign; I would prefer not to add to that any further.
Gyro_LC

02-02-06, 05:41 PM
I'd like it specified how many items can be repaired at once.

Are repairers limited by the one 5,001 gp item per adventure rule?

Does crafting an item disqualify you from repairing during the same adventure, and vice versa?
Mattastrophic

02-02-06, 05:41 PM
I think Steve and I are thinking the same thing. It's the precedent of allowing someone to fix someone else's items that matters here. It's the same concept as a caster creating a weapon for a warrior: the caster does some work, and the warrior saves some money. This concept is a nada for LG.

If this rule comes into effect, a player could create a wizard, advance the PC to 6th-7th or so, and keep the character around for the sole purpose of fixing other player's items.

Also, there's the issue of "one gaming group has a generous wizard with Craft Arms and Armor, another doesn't." Suddenly, players have to rely on the presence of other players in order to be sure their items can be fixed. Sure, one could argue that it's the same as "one gaming group has a healing cleric, another doesn't," but that only leads to problems within the adventure, not the permanent setback of losing an expensive weapon because the player doesn't know a PC wizard who'll fix it.

What we're dealing with is the concept of letting PCs help each other beyond the scope of one module. It is my belief that this concept can work out very well; or, it might backfire.

However, what is very evident is that the Circle should consider their precedent very carefully. Before they walk through this door, they should carefully read the sign that's posted on it.

-Matt
Mattastrophic

02-02-06, 05:53 PM
I agree with all of the ussues mentioned above, but I would also like to bring another one to the table.

...

Basically, I think it should be added to the Repairing Magic Items section that players may repair treasure even before it is purchase, that way they do not indefinitely lose access to it just because they chose to destroy it during the game. After all, if the NPCs are allowed to destroy our equipment with reckless abandon, we should be allowed to do the same.

You are absolutely right, Munk. Players complaining about seeing items Sundered should be a non-issue, especially if rules exist to repair items. As for exactly how to make it work, I would also recommend just cutting off the cost of 'buying' the item to be equal to the purchase price; else those same people would complain about the item suddenly costing one-and-a-half times what it did.

Also, I do agree that everyone should have the ability to somehow have items repaired, not only casters. If we want to take it to the next level, we can combine these repair rules with any added rules for crafting mundane items, even!

But to keep it simple, we have existing mechanics in place for NPC castings of Raise Dead, we have existing mechanics for NPC item creation, why not use those same mechanics for allowing NPC item repairs?

-Matt
Munkwunk

02-02-06, 06:12 PM
Agreed with the above few posts.

Setting a precedent that allows PCs to help each other in some ways, but not in others, makes the situation veeeery sticky. It also means that players may be discouraged from playing a mod with a specific character because he had an item sundered last module and he needs to wait until he finds a fellow PC who can repair it for him before time runs out (and he loses the item forever). This is bad, bad news. Suddenly pre-registered tables are falling apart because -- for good reason -- a player doesn't want to suddenly lose his sundered +1 flaming holy bane (evil outsider) longsword, since it would be entirely too costly to replace it and he just hasn't met a caster who can fix it for him.

Allowing players to hire NPC casters to make repairs would solve that issue. If a player gets his weapon sundered, he doesn't have to skip out on playing modules because he's running out of time to get it fixed.

*He also doesn't have to worry about carrying back-up weapons to use during the time he spends without his main weapon.* Having to tote around a bunch of back-up weapons can become costly (even if most people carry one or two anyway).

As for having players sunder treasure, I agree with Matt on the pricing issue. Other players at the table will still berate the sundering player because they have to suddenly pay extra for the item. It could be called "fair" to ask the sundering player to pay for the repair cost before granting item access, but the player won't necessarily have the money and TUs to do that. Yes, we make a choice when we choose to sunder a weapon, but that choice should be every bit as viable as the choices other players make with their characters. As the rules stand right now, we're completely discouraged in every way from using the Sunder action, so why was it even written in to the rules to begin with?
RanielK

02-02-06, 06:25 PM
I would also put my vote in on allowing anyone to repair such items; if they don't have the necessary feat to do it themselves, have TU costs added instead.

I would go one step further and state that the player who goes to an NPC (not a PC) must pay an additional per xp charge. Somewhere between 2gp and 5gp per xp spent by the NPC would be a fair charge. Think of what would make a PC squeal at paying it but still pony up the cash to get the item repaired. That being said, it could be a sliding scale making the simple +1 longsword easy to repair (at 2gp per xp) but the +2 icy burst sacred longbow harder (at 4 or 5 gp per xp).

In essence, a pc has their weapon sundered, goes into an appropriate sized town, spends 1/2 the original base cost in gp, spends 1 TU per 5000 gp in the repair price and between 2 to 5 gp per xp the NPC spends to repair the weapon. This would mean the above +2 icy burst sacred longbow would cost 25000 gp plus 5 TUs plus 5000 gp (at 5 gp per xp for 1000 xp) to repair the bow to new.

Miles
Sieylianna

02-02-06, 09:44 PM
In essence, a pc has their weapon sundered, goes into an appropriate sized town, spends 1/2 the original base cost in gp, spends 1 TU per 5000 gp in the repair price and between 2 to 5 gp per xp the NPC spends to repair the weapon. This would mean the above +2 icy burst sacred longbow would cost 25000 gp plus 5 TUs plus 5000 gp (at 5 gp per xp for 1000 xp) to repair the bow to new.

The standard cost is 5 gp per experience point. That's why a wish spell is so expensive.

Ed
Iswald

02-02-06, 09:52 PM
Having thought about this some more, it seems like the probability of finding a character who can repair sundered weapons and armor is extremely low. The main problem is that you'll end up with weapons that require both arcane and divine spells to fix, because of the way favors work. This means that you'll need something like a mystic theurge with the good domain to fix a keen, holy longsword. They also need to be pretty high level casters, possibly taking practiced spellcaster for both classes which will limit how many item creation (and repair) feats they have. Even then, they still have to have access to the upgrades being repaired.

Changing CA&A to allow characters to make items if they don't have access but are two levels above the required CL, like CWI, would help. Even just relaxing this restriction for repairing items would be beneficial.
Timpan

02-03-06, 09:28 AM
When someone is more worried about getting their (insert random weapon here) sundered than dying, it seems like something's wrong. While LG is not real life, it strikes me as utterly silly if someone is more worried about losing some piece of metal than about losing their life.
As for magic wands and the like, I cautiously agree that PCs' items should be fixable within the adventure. Fixing enemies' items that were sundered in order to gain access seems far-fetched — I can't see someone picking up random pieces of metal hoping to glue them back together, but I can see people deciding to rules-cheese and wanting to repair a suit of armour that got disintegrated.
I'll be watching with interest, hopefully some agreement will arise on the topic. :w00t:
jimmy_dowdall

02-03-06, 01:04 PM
but is all this talk just talk or will there be any actions or amendments and when.

jimmy
Munkwunk

02-03-06, 04:04 PM
Fixing enemies' items that were sundered in order to gain access seems far-fetched
It may seem far-fetched to you, but how many times have you been made a pariah for the decision to destroy a weapon that was in good position to kill party members, like a Wounding Kama in the hands of a Flurrying Monk?

The reality is that, when players choose to sunder items, they get socially reamed for that decision. If the ability to fix magic items comes in to play, I believe the offer should be extended to players so that people aren't so worried about their team mates "ruining the treasure".
Ariel23

02-03-06, 11:59 PM
How about adjusting the TU requirements for crafting? Then more people might take those feats...?
They seem burdensome to me.
chrispedersen

02-04-06, 12:36 AM
The problem with the idea of letting all players find someone to repair an item:

If you can find someone to repair that +2 sacred icy longsword .. then why can't you find someone to make it.. whenever you want?

Regarding sundered items as ar Access.. why not allow overcap gold be allowed to repair it. And.. why not allow players to have access to broken items.. things that need many parts to fix...

Staff of seven parts... Crown of glory, hand & eye of vecna.

Mwahaahaha...
Um, sorry, I'm back now.

Honestly really, if you get sundered, you're going to play 2 ars and then go to an interactive where you can find someone that will fix your weapon/armor for you.

C
Iswald

02-04-06, 10:54 AM
The tricky part about having an NPC repair an item is determining what kind of access they've had...
Elder_basilisk

02-04-06, 10:01 PM
I think NPC repairs could be handled in the same manner that NPC upgrades are handled:

Allow characters without the craft feats to repair items--provided that they have the favors that would be necessary to create the item.

For instance, if Regdar's +1 holy bastard sword is sundered, as a fighter, he cannot repair it, but if he has a favor of Pelor that gives him access sufficient to create a +1 holy bastard sword (for instance: The church of Heironeous will add a holy enhancement to any weapon), he may expend that favor and half of the usual gold in order to repair the +1 holy bastard sword.

This has the advantage of simplicity and familiarity: players are already familiar with the rules for upgrading items and by keeping the same rules for repairing items as we had for upgrading them in the first place, we use a system that we already know to work reasonably well.
Iswald

02-05-06, 02:29 AM
One of the problems with NPC crafts is the same as with PC crafters. If you have a basic +1 weapon sundered, getting it fixed shouldn't be an issue. A +1 holy weapon still shouldn't be a major problem. The deities doc list 63 or so deities with the good domain. You may still need an influence point to have them fix something. Even having a +1 keen sword may not be difficult in a large city.

However, when you're combining upgrades that can only come from a cleric with upgrades that only come from a wizard, how do you find an NPC that is able to repair the weapon or armor entirely?

Also, why is it that only the person fixing the weapon has to spend TUs? It would seem that the individual who is getting their weapon fixed should either also spend TUs idle while their weapon is getting repaired or be unable to use the weapon for those number of TUs.
Lupo

02-05-06, 09:00 AM
the way it is currently drafted, it is extremely unlikely that an item owned by a non-caster will be repairable (access issues, CA&A being almost uselss for most arcane types and a decent chunk of divine types, especiallly since they generally have better things to spend feats on), yet because the rule exists that it is theoretically fixable, a lot of judges won't think twice about sundering the items of said non-casters.

I'd almost rather have the rule not in at all than as it stands in the draft, since a lot of sane judges won't sunder (or at least, not often) since it was an irrevocable loss to the PC, and was by far more debilitating than a death (even one requiring a ress instead of a raise).

Make it actually usefull or erase it please. If the PCs can find people to make items from scratch, why can they not find people to repair said items as well? Since PCs can't buy items from other PCs, why do they need to find a PC that can fix their items?

Matt Thompson



to be able to repair for OTHER pcs, a pc needs to have the right feat (either caa and/or cwi)
and the right spells available. while cwi is very common among spellcasters, at least i assume it, every single of my spellcaster (cleric, druid, cleric, wizard) characters has it or is planned to have it. caa is very rare, it is of very limited use in lg due to the access restrictions.

so any writer will even more happily include sundering/destructive monsters and tactics in modules with the smiling explanation, "hey, you can get it fixed!"
(what is actually not true, due to the above mentioned problem)

crafters who have to repair THEIR own gear get another benefit over non-crafters. and again no way for the non crafters to compensate, and the benefit is GOLD, the most restricted thingy in lg.

just skip the whole thing and encourage writeres to include REPAIR FAVOURS, or give the opportunity to trade in favours for repairs, (i have tons of favours i will never use, heck how many 1st level spells will i ever need???? when i first have to go to a temple to get it ;-)).

when a pc crafter is able to REPAIR items for me, why isn't he able to CRAFT items for me?????????????????????????? with the same rules set, gold comes from non-crafter, xp and tu come from crafter????????????????

ciao

lupo aka martin m.
Simpi

02-05-06, 12:09 PM
just skip the whole thing and encourage writeres to include REPAIR FAVOURS, or give the opportunity to trade in favours for repairs, (i have tons of favours i will never use, heck how many 1st level spells will i ever need???? when i first have to go to a temple to get it ;-))

To be honest, I think that would be the best solution in my opinion. Once LGCS comes out, I can determine if I alter one favor slightly, depending what final outcome of this discussion is...

S.H, the guy from Naerie
Arvagor

02-05-06, 12:40 PM
just skip the whole thing and encourage writeres to include REPAIR FAVOURS
I can't speak for whether there's been a "directive", but I have 2 favors that essentially do just that, one from a regional mod, and one from a meta-regional. I guess one is technically not a "repair" since, although it replaces any destroyed item, you still have to pay whatever that item's full cost is. But in the absence of access to particular upgrades (or they may have since expired), it's one way to replace a big-ticket item...