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10-12-2003, 07:29 PM #21
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void schrieb:
> This post was generated by the Birthright.net message forum.
> You can view the entire thread at:
> http://www.birthright.net/forums/ind...ST&f=36&t=2006
>
> void wrote:
> I like the idea that creating magic items takes 1rp in addition to the regular costs. Since
there are only a handful of true wizards, this would explain the
rarity of magic items from the
arcane point of view, but Anuire is lousy with blooded clerics, so I
don`t see why there isnt
actually a plethora of magic items in Birthright. Since there are
lots of militant religions,
you`d think the clerics would be pumping them out to give their side
the advantage.
That was partly prevented due to the limitations of 2E priests and their
spheres of no/minor/major access.
With the generic 3E Clerics (+2 domains) where all Clerics know all
"Clr" spells it is only limited by having to know the approbiate feats.
Clerics have less feats than wizards, so that is a little limitation.
But limiting knowledge of spells would be better in my opinion.
Hey - why not allow only creation of magic items by clerics that know
the approbiate spell from their DOMAIN spell list? ;-)
bye
Michael
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10-13-2003, 07:08 AM #22
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Originally posted by The Jew@Oct 12 2003, 06:38 PM
from airgedok
>If you make lots of items you could be two or even three levels behind your >party members and thats 1 or two spell levels. the differance from being able >to cast 5th level spells at 10th level or 7th level spells at 13th level.
I think you are taking a little to extreme a view of magic item creation. To begin with, the experience lost from from magic item creation to be 10th rather than 13th level would be 33,000. That is enough to make 825,000 gp worth of items. By the book, a 13th level character has 110,000 gp worth of equipment. I think that level of creation would be rare, but might actually be worth it if a magic user wanted to try. A more realistic example would be a 13th level magic user spending 6,000 experience to create 150,000 gp worth of items. They might sell off 50,000 of it to help cover the cost of creation, which explains the number of swords and armour, along with the fact that clerics fight with swords and armour and can of course create them. To put it into perspective lets see what a wizard could make with that remaining 100,000 gp:
robe of protection +2
amulet of natural armour +2
cloak of resistance +3
+4 to intelligence
+2 constitution
+2 dexterity
+10 administrate
+5 know (arcana)
+5 spellcraft
+5 concentration
+10 warcraft
bag of holding II
circlet of persuasion
boots of speed
This is by 3.5e prices and only requires the wonderous item feat. I personally think it would be well worth it and lead to magic items being more common.
I have found that party members can be extremely greedy for magic items and that they will ask and argue till they are blue in the face for just how much it is worth it to supply them with their "needed" items.
I find that teh current system does very much create a limited magic enviorment. It doesnt eliminate magic item creation but it does explain why not every Wizard/cleric isnt outfitting their party with uber items.
I have yet to run a game or been in a game where item creation happened other then scrolls and even then it was rare. Simply because the 2 groups that I have delt with in the past few years didnt want to pay the xp costs. i could be the minority but I still find xp cost to be a natural limiting factor.
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10-13-2003, 07:10 AM #23
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Originally posted by ConjurerDragon@Oct 12 2003, 07:29 PM
void schrieb:
> This post was generated by the Birthright.net message forum.
> You can view the entire thread at:
> http://www.birthright.net/forums/index.php...36&t=2006<br />
>
> void wrote:
> I like the idea that creating magic items takes 1rp in addition to the regular costs. Since
there are only a handful of true wizards, this would explain the
rarity of magic items from the
arcane point of view, but Anuire is lousy with blooded clerics, so I
don`t see why there isnt
actually a plethora of magic items in Birthright. Since there are
lots of militant religions,
you`d think the clerics would be pumping them out to give their side
the advantage.
That was partly prevented due to the limitations of 2E priests and their
spheres of no/minor/major access.
With the generic 3E Clerics (+2 domains) where all Clerics know all
"Clr" spells it is only limited by having to know the approbiate feats.
Clerics have less feats than wizards, so that is a little limitation.
But limiting knowledge of spells would be better in my opinion.
Hey - why not allow only creation of magic items by clerics that know
the approbiate spell from their DOMAIN spell list? ;-)
bye
Michael
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10-13-2003, 03:40 PM #24Hey - why not allow only creation of magic items by clerics that know
the approbiate spell from their DOMAIN spell list? ;-)
bye
Michael
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10-13-2003, 04:20 PM #25
I haven`t really followed this thread, but hey I`m a person too!
Having experimented a bit with various house rules regarding magic item creation in BR, I have come up with several ideas:
- If you want to limit magic item creation, require BOTH XP and RP to be spent. There have been substitution ideas, but this one is new I think. It drastically cuts down on the number of spellcasters who can make items, but doesn`t free them from XP constraintes.
- You could ease this restriction by allowing some "lesser magic" or some such to be created w/o RO, but personally I`d say no to that too.
Cheers
Bjørn
Cheers
Bjørn
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WebMail fra Tele2 http://www.tele2.no
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10-14-2003, 09:54 AM #26
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Originally posted by The Green Knight@Oct 13 2003, 11:20 AM
I haven`t really followed this thread, but hey I`m a person too!
Having experimented a bit with various house rules regarding magic item creation in BR, I have come up with several ideas:
- If you want to limit magic item creation, require BOTH XP and RP to be spent. There have been substitution ideas, but this one is new I think. It drastically cuts down on the number of spellcasters who can make items, but doesn`t free them from XP constraintes.
- You could ease this restriction by allowing some "lesser magic" or some such to be created w/o RO, but personally I`d say no to that too.
Cheers
Bjørn
Cheers
Bjørn
-------------------------------------------------
WebMail fra Tele2 http://www.tele2.no<br />
-------------------------------------------------
Duane Eggert
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10-14-2003, 03:20 PM #27
Aye, irdeggman's point is well taken. I think scrolls and potions, as expendable, single-use items, should qualify as "minor" magic items, and be creatable by any spellcaster with the proper item creation feats.
The second option would be to label minor items as any items under a certain gp value. That value might be 1000, 5000, or even 10,000 gp, depending on the level of minor magic items you want in your campaign world. At 10,000 gp value, magicians and non-blooded clerics (+bards, pailidins, and rangers, concievably, though it's unlikely) could craft some wands (L1-2 spells only), a few minor rings, and the lower tier (minor, lesser medium) wondrous items, weapons of up to +2 enhancement, and armor of up to +3 enhancement. Rods, staves, and higher levels of the above items would be limited to scion articifers only.
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10-14-2003, 10:11 PM #28
----- Original Message -----
From: "irdeggman" <brnetboard@BIRTHRIGHT.NET>
Sent: Tuesday, October 14, 2003 4:54 AM
> So by requiring RP to be spent, a magician can not create a scroll
Do those looking to slow down magic item creation also want to include
one-shot spell storage devices? Or, are we talking about permenent or
multi-shot only?
Kenneth Gauck
kgauck@mchsi.com
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10-15-2003, 02:32 AM #29
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Originally posted by kgauck@Oct 14 2003, 10:11 PM
----- Original Message -----
From: "irdeggman" <brnetboard@BIRTHRIGHT.NET>
Sent: Tuesday, October 14, 2003 4:54 AM
> So by requiring RP to be spent, a magician can not create a scroll
Do those looking to slow down magic item creation also want to include
one-shot spell storage devices? Or, are we talking about permenent or
multi-shot only?
Kenneth Gauck
kgauck@mchsi.com
Are potions and scolls more rare in a magicly poor world?
I do like in princible the added cost of regency as well as gold and XP.
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10-15-2003, 11:43 AM #30May Khirdai always bless your sword and his lightning struck your enemies!
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