Alternate Item Creation [Archive] - Wizards Community

Post/Author/DateTimePost
strange_person

09-11-07, 01:29 PM
I came up with this idea for a World's Largest Dungeon campaign. It goes along with the UA Craft Point rule system, and modifies Bonding Rituals as described in the DMGII.

First, get rid of the standard Item Creation feats. Artificers (and Psionic Artificers) are the only ones who create magic items by crafting them.

Take the Bonding Ritual rules from the DMGII, but get rid of the clause about "items work only for the creator." On the down side, you can't ignore prerequisites (other than item creation feats for non-artificers). Every Bonding Ritual takes a feat to learn, and the items which are produced thereby work for anyone. The "bond" benefit is the edge you get for making your own items.

Note that spellcasters still have an advantage in item creation, because so many items have spells as prerequisites. It's possible to create items collaboratively, as described in the Craft Points rules, and any single prerequisite only needs to be met by one of the contributors.

The Truebond feat works like Touchstone; pick an item created by a bonding ritual, whether or not it was created by you, attune yourself to it (generally by successfully activating it's main power, or by speaking it's truename), and you gain the edge you would have gotten for making it yourself plus the Truebond benefit. You can only maintain such a bond with one item at a time per time you take the feat.

Craft points can only be spent when you've got the appropriate tools and work space available; generally, that means searching room-to-room for a randomly-generated Workshop of the appropriate type. For treasure purposes, replace coins with metal bars, and gemstones or art objects can be used as raw materials, although the DM decides what materials are applicable to which projects (for bad matches, reduce effective value by half, as though seliing them to buy materials).

Portable toolkits are particularly useful for renovations. Stonemason or Carpenter's tools can be used to repurpose rooms, as described in the Stronghold Builder's Guidebook. Since this only covers nonmagical modifications, normal craft skill progress-per-day rules are used, including the potential application of craft points.

I didn't get a chance to really test this system. Can anyone see obvious problems?