Crafting/Enchanting house rules.

Post/Author/DateTimePost
#1

ostrakon

Jul 10, 2008 16:10:39
My DM and I both agree that paying full market price to enchant things is ridiculous. It seems like the rule was changed to prevent people from losing XP, but whatever.

So we came up with two rules for crafting, and we might end up using both::

1) Use residuum as a specific material cost that's worth twice the amount of gp as it normally would be in terms of the component cost. So 1500 gp worth of residuum would actually be worth 3000 in terms of the ritual's component cost. This makes disenchanting items we don't need a little more appetizing, and help offsets the cost.

2) "Temporary XP" - known as Crafting Points or CP - used specifically for crafting. (Doesn't affect character level at all) This can be obtained through specific discretion of quest completion/actions as designated by the DM.

Other characters can "assist" in the ritual, spending their own CP for items I craft for them.

So in the end, the cost would be half market price plus 1/20th or 1/25 of the market price in terms of CP.

We're also converting a ton of 3.5 spells into normal spells/enchant effects for items and rituals.

We're thinking about coming up with a reasonable conversion for Summon Monster/Nature's Ally where it's still a 10 minute cast time, but the duration can be anywhere between 10-minutes to several hours based on the Arcana/Nature check.
#2

aluman

Jul 10, 2008 16:23:06
My DM and I both agree that paying full market price to enchant things is ridiculous. It seems like the rule was changed to prevent people from losing XP, but whatever.

Its not really full market price, its wholesale price.
full market price is WP*1.1-1.4. I see people's complaint with the change as it was a drastic one, but its one I approve of wholly. In 3.X middle ages world values fall apart because of readily available staves and experts with UMD that effectively replace middle age military units.
So we came up with two rules for crafting, and we might end up using both::

1) Use residuum as a specific material cost that's worth twice the amount of gp as it normally would be in terms of the component cost. So 1500 gp worth of residuum would actually be worth 3000 in terms of the ritual's component cost. This makes disenchanting items we don't need a little more appetizing, and help offsets the cost.

So basically instead of getting 20% out of a magic item, you get 40%, its so far not so bad.
2) "Temporary XP" - known as Crafting Points or CP - used specifically for crafting. (Doesn't affect character level at all) This can be obtained through specific discretion of quest completion/actions as designated by the DM.

Other characters can "assist" in the ritual, spending their own CP for items I craft for them.

So in the end, the cost would be half market price plus 1/20th or 1/25 of the market price in terms of CP.

We're also converting a ton of 3.5 spells into normal spells/enchant effects for items and rituals.

We're thinking about coming up with a reasonable conversion for Summon Monster/Nature's Ally where it's still a 10 minute cast time, but the duration can be anywhere between 10-minutes to several hours based on the Arcana/Nature check.

You will have to explain in detail how craft points will work for me to weigh in on it, in general so long as the total capitlization is below 80% its reasonable for modern times, in the Middle ages capitilization above 50% should be unheard of.

SM that cost no actions violate conservation of actions.
#3

equussapiens

Jul 11, 2008 12:04:22
What is the point of Crafting EXP?

By simply spending gold to make items, it cuts down on bookkeeping and allows any player to get what they want by paying for the item or paying for the ritual.
#4

wyld_mutation

Jul 11, 2008 12:18:14
Hmmm... Reduce the cost to Enchant an item by A percentage equal to your level? That's what I'd do. Then keep residuum doing double duty.

Then for actual crafting of items (Such as when you want to use a skill to make a wagon or something.) reduce the cost by a flat amount equal to, I dunno, 5 times your level in GP.

Now crafting becomes MUCH better. Then you can rule that you can sell crafted items for their full market price on a successful Diplomacy check. DC= 15+Item Level. Ta Da.

Well I like it anyway.