| Post/Author/DateTime | Post |
|---|---|
| Burgundy Lotus09-18-03, 07:55 PM | I was looking to change the xp requirement for making magic items into something else. I don't feel that you should have to pay xp to make things but I still want there to be some kind of payment. Any ideas? THanks in advance |
| Bacon and Eggs09-18-03, 08:00 PM | As unpopular as it may sound, how about sacrificing other magical items to do the same task. If you want a +2 sword, grab a couple of +1 swords and merge them. Then if you want a +3 sword, you gotta use a couple of +2 swords... That way, you are sort of in a way, trading apples for more expensive apples. If you want a super huge fighting robot, find 5 lion robots and merge them together ...Okay, so I've been watching too much voltron lately. |
| J.B.09-18-03, 08:05 PM | In one game I'm currently in, when creating magical items, we don't have to pay any experience. However, when we use magical items, such as during an encounter, a small amount of XP (proportional to the cost of the magic item in some way) is docked from the amount we gain. This XP goes towards powering the magic in the item itself, as per our DM's explaination. It makes "magical item creation" easy, doesn't draw too much experience away from the characters, and makes players thik twice about using powerful magical items all the time. |
| Xeven the Mighty09-18-03, 08:23 PM | Spending XP represents placing a part of your 'life force' into the item. To change it into something else wouldn't be advisable, but if you are determind to change it you would have to change it into something as damaging as losing a butt load of EXP. You could take points of of ability scores.:devil: Lets say it works like this: Each spell level you wish to put on the item costs a certain number of ability points. Lets say they cost their spell level, ie, to put a 1st level spell on an item it costs 1 ability score point. 2nd is 2, 3rd is 3, and so on. Oth level spells would be 1/2 an ability score point, rounded down. Puting pluses on a weapon or armor could work the same way, but it be a little cheaper. 1/2 for +1, 1 for +2, 2 for +3 and so on. For the fractional points lost, since they are rounded down, the Wizard/Sorcerer/Paladin/Cleric/Ranger or Bard does not lose the ability point if that is the only thing being placed on the weapon/armor/item. That means that any magic user can make a butt load of low-level items, but making higher level items is very hard. To avoid abuse of this system, the spellcaster should only be able to make one item every month or two (game time). ...That took a while. Hope it helps! |
| kalniel09-18-03, 08:41 PM | I like the idea of trading in other magic items. Also how about a permenant HP loss? |
| Burgundy Lotus09-18-03, 08:57 PM | thanks for the ideas guys :) :) I like the one about giving XP to the item as you use it, and the one about using other magic items. |
| aldymnor09-18-03, 09:08 PM | I'd customize a conversion table for a 'damage for some time' rule. Let me explain... If you have to pay 9,000 experience for some magic item, you could make an option to take 9,000 damage. The solution? 9,000 damage over time. maybe you just take off 10 hit points for 900 days or 20 hit points for 450 days. *shrug* that's just an idea... it seems a bit harsh but it's up to you. |
| chrome_gnome09-18-03, 11:22 PM | Though I don't agree with substuting something else for the XP I'll give you an idea that may work for you. Characters can be rezzed a number of times equal to their starting constitution and no more. Have players forfeit one of these "lives" or perhaps more depending on the item. For example a wizard with a 12 constitution can be brought back from the dead 12 times and then he is permanently dead. If he wanted to craft a certain magic item instead of XP you would rule that he loses two points of his life's essense and now his maximum number of times to be brought back from death is 10. Its not overly harsh if your players don't die very often but over time having no more "second chances" may be a way to balance the scales somewhat. You can always up the "chance of player death" to scare them into not wanting to craft an item and give up more of their rezzes. |
| Arbitrary Aardvark09-19-03, 05:07 PM | Originally posted by Bacon and Eggs As unpopular as it may sound, how about sacrificing other magical items to do the same task. If you want a +2 sword, grab a couple of +1 swords and merge them. Then if you want a +3 sword, you gotta use a couple of +2 swords... That way, you are sort of in a way, trading apples for more expensive apples. Where do the +1 swords come from? |
| Qaetar09-21-03, 12:05 PM | +1 swords come from all the +0.5 swords, the ones that were going to be +1 swords but weren't finished due to a lack of +0.5 swords. |
| Theseus 2.009-21-03, 12:19 PM | Though I usually use XP loss because it is easy to calculate, I sometimes allow it to be replaced with various rare substances. For example, to make a +2 flaming short sword, you would need a pound of phoenix feathers (for the flaming enchantment) and the blood of a dragon (or another powerful iconic creature) to make the sword, along with the iron necessary to make the sword itself. That way, magic items becomes much rarer, and offers an explanation of why wizards don’t go around spending unneeded life force to get rich. |