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Old 10-19-2004, 10:15 PM   #1 (permalink)
Zarelion
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Item creation as an adventure?

Creating items, getting the required components is an adventure / challange itself, if you check these challanges, you get more xp, than what you lose on making the item often. Can a wizard start working on a magic item, when he doesn't have enough xp to make it, but expect to get the xp while making the item?
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Old 10-19-2004, 10:18 PM   #2 (permalink)
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Re: Item creation as an adventure?

It is a worse problem: A wizard doesn't know if he has xp or not, so no IC way to check his chances to make an item. It is a problematic rule to begin with. The above case isn't so special, the wizard can start working on items, even if he has no xp for it, since there is no IC way to measure expereince points, etc. But his chances of success? Who knows.
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Old 10-19-2004, 10:58 PM   #3 (permalink)
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Re: Item creation as an adventure?

after the rules, if u stop in the process, u lost
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Old 10-19-2004, 11:00 PM   #4 (permalink)
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Re: Item creation as an adventure?

How you define the process?
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Old 10-19-2004, 11:08 PM   #5 (permalink)
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Re: Item creation as an adventure?

after the rules u have to spend working on the item in a lab or similiar enviorment (well druids may use a well, a stone circle or whatever) 8 hours a day, 1 day per 1000 GPs rounded up, if u stop u can´t resume u lost

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Old 10-19-2004, 11:21 PM   #6 (permalink)
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Re: Item creation as an adventure?

The problem is: The item creation needs at least 3 steps, even if Monte Munchknin Cook and his friends in 3E development forgot about it: Researching the components, the rituals, etc. Getting and preparing the components. And finally doing the ritual.
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Old 10-20-2004, 09:02 AM   #7 (permalink)
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Re: Item creation as an adventure?

Then lets not forget the time it takes to craft the item before enchantment. If you're working with craft checks yourself, you're only adding another few weeks to the necessary time. Personally I don't care for the way the craft system was implimented in this game. It takes weeks/months/years to make a masterwork sword/mighty bow/etc. While this may accurately depict the slavish devotion it takes in real life .... it honestly doesn't help the hero armor smith who's got two weeks before the dragon raid to put that new found hunk of mythral to pratical use outside of trading it for completed goods.
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Old 10-20-2004, 02:22 PM   #8 (permalink)
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Re: Item creation as an adventure?

I think if your hero has no life but has stats and instant stats upgrades, that isn't a good option.
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Old 10-20-2004, 03:03 PM   #9 (permalink)
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Re: Item creation as an adventure?

i am not speaking about the preparation etc, i speak about the enchanting, if u stop in that step u lost
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Old 10-20-2004, 07:27 PM   #10 (permalink)
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Re: Item creation as an adventure?

Yet, the problem: Zarelion says, if you make an item, you don't know when you have enough xp, no way to tell it in In Character way, how most of the wizards make these items? Also their XP value and they rarity doesn't match. But if item creation with research is treated as an adventure where you gain more XP than the cost of enchanting the item, the game starts to work in a more reasonable way.
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