Treasure in Whispering Cairn


Age of Worms Adventure Path


So far I've DMed one session of the Whispering Cairn. It's a party of six, who have made it through most of the Architect's and Laborer's sections. (They haven't been past the brown mold, they haven't encountered the ghoul, and they haven't been up to the Face yet.)

So far, each PC has 850 xp. If they do what I'm expecting them to do, i.e. take on the ghoul and then go up to the Face level and encounter the grick, they'll make 2nd level right before they head off to the Land farmstead.

But looking at p. 135 of the DMG, the party is well over the recommended wealth guidelines. So far, they've found 1175 gp in "cash equivalent" treasure, 160 in "equipment" (i.e. the masterwork leather armor), and 9170 in magic items.

If they keep it all, which they probably will, that's a total of 10505 gp of wealth, or 1750 per character. That's almost twice the recommended amount for second level characters on p. 135 of the DMG. And they're not second level yet!

If they cash out the armor and the magic items for 1/2 value, they have a total of 5840, i.e. 987 gp each, which is much more in line with p. 135 of the DMG.

Question for the editors: Is the amount of treasure put into an adventure based on the assumption that all the magic is being sold for 1/2 book value?

What I'll be doing: Fortunately, none of my party has cast Detect Magic, so they don't yet know what they have. I'll be changing the +1 short sword to a mere masterwork short sword, and changing the Ring of Feather Fall to a ordinary ring worth 50 gp. That brings the total wealth down to a more reasonable 6355 gp, or 1059 gp each.

And I'll be keeping a closer eye on treasure in the future!

Paizo Employee Creative Director

The treasure given out in Whispering Cairin is a little high, but not that much higher than what is expected. That said, once your PCs are done with the adventure, they should be well into 3rd level. According to the DMG, by the time a group of characters become 3rd level, they should have accumulated about 12,000 gp in treasure.

We expect your characters to actually be about half-way to 4th level by the time they finish Whispering Cairn; they should all have about 5,000 XP apiece or so. By this point, according to the DMG, the group should have gained 18,000 gp in treasure. Keep in mind that PCs are going to be spending money as well, buying scrolls, poitons, paying for spells, paying to scribe spells into spellbooks, and the like.

The total amount of treasure handed out in Whispering Cairn is indeed higher than the guidelines in the DMG. In the end, you should do exactly what you're doing—adjust the amount of treasure given out in the adventure to a level you're comfortable with.


I've found that the amount of treasure and magic given out in all published D&D products, for as long as I can remember, has always been way too high.

I cut all treasure to 10% of its given value, keep the costs the same and closely regulate magic awards. My current party is 5th level and they they have 3 magic items between five player characters, not counting potions, with which I'm a bit more liberal.

I don't give out magic weapons of +2 or higher until any PC has reached 10th level or more and if they get a +3 weapon before they retire, they can count themselves very lucky.


This thread brings up an interesting point: Where can PCs get magic items crafted for them in the town of Diamond Lake? It's been established that they will indeed collect a fair amount of coins and saleable goods during their dungeon-delving (assuming they survive, and don't skip too many sites and chambers)... so where do they have to go to spend these things or exchange them for magical items?

Truthfully, I can understand the desire to keep magic awards sparse. In my 2nd and 1st ed. games, I had a similar reluctance to give out magical awards too freely, and made my players work hard for every scroll and potion. But now, 3rd edition has changed the playing field forever, with players able to craft their own magical items right at 1st level (presuming they wish to spend some XP and gold), whereas in previous editions, a magic-user had to wait until somewhere between 9th or 12th level (it's been a while, bear with me) before they could brew a potion or scribe a simple scroll! Now, at 3rd level they can make their own Cloaks of Resistance or Boots of Elvenkind, and can make their own +1 weapons as early as 5th level! I find now that my challenge doesn't lie so much with denying magic items to the party, but rather with placing items they will want to keep for themselves, instead of selling them at half value to raise funds to make items they really want (at half price!). Any thoughts on this?


ATTENTION -- MINOR WHISPERING CAIRN SPOILERS BELOW

Maveric28 wrote:
I find now that my challenge doesn't lie so much with denying magic items to the party, but rather with placing items they will want to keep for themselves, instead of selling them at half value to raise funds to make items they really want (at half price!). Any thoughts on this?

Creating magic items requires time and a space to do it, as well as materials. If you find your campaign has turned into an episode of "Wizard's Workshop", limit one or all of these resources. Incorporate time-sensitive quests, send the PCs on a long journey where they do not have access to their laboratory, or require certain rare materials to be used in the creation of magic items that must be procured prior to their creation. Personally my PCs have never been that interested in spending the feats and time to create magic items so it has never been a problem for me, but these are things off the top of my head that might stem a tide of adventurers-turned-craftsmen.

As far as the amount of treasure in Whispering Cairn, I like that some magic items above the usual potions and scrolls in 1st-level treasure hordes were included. These items are not overpowering (goggles of minute seeing, ring of feather falling) but have unique and permanent abilities that my PCs can play with. The ring in particular is useful in case the party runs afoul of the trap in area 8. I prefer seeing treasure hordes containing interesting and story-related items, such as the architect's tools, rather than "300 gp and 50 sp" and I find the treasure in this adventure to do just that. There is also a magic weapon and a magic suit of armour, which I think are important for low-level characters to get early on when

1) there is a monster with damage reduction/magic in the adventure

2) monsters get good attack roll bonuses fairly early on and magic armour is needed to counter that

Finally, some of the treasure requires some ingenuity on the part of the characters to find, so I doubt all of it will enter their pockets by adventure end. But it does reward thinking and resourceful players. So I don't think the treasure is overpowering and welcome the thought that went into its placement.


Maveric28 wrote:
This thread brings up an interesting point: Where can PCs get magic items crafted for them in the town of Diamond Lake? It's been established that they will indeed collect a fair amount of coins and saleable goods during their dungeon-delving (assuming they survive, and don't skip too many sites and chambers)... so where do they have to go to spend these things or exchange them for magical items?

Personally, I don't like letting PCs buy magic in a campaign. It doesn't feel like hard-earned treasure (to me) if they can buy stuff that didn't happen to show up in the dungeon.

If they do want additional or different magic, that's what item creation feats are for...

My two coppers :)

Jack


I've found that many magical weapons go unused because they don't fit with any of the character concepts. These unuseable magical items can sometimes be sold, but there are very few paople in small towns that could afford to pay asking price on these items so they usually get sold at a loss. Characters in my games often start resurrection funds at the local temple, so that suctions off some wealth and un need3ed magical items.

I know some DMs that tweek magical items so that they can all be used by someone in the party. I guess I tend not to do that. In my games I also tend to give out more one use magical items. Also, If a creature has an item in it's treasure, I ask myself, would that foe not be using that item instrad of just having it in a chest? This often means potions get drunk by the enemy before the party can recover them, or charged items loose a charge or three befor falling into the character's hands.

I guess I also tend to favor a magic level just lower than the D20 standard, at least per character. By running 6 character parties, things usually come out about right.

ASEO out


Tatterdemalion wrote:


Personally, I don't like letting PCs buy magic in a campaign. It doesn't feel like hard-earned treasure (to me) if they can buy stuff that didn't happen to show up in the dungeon.

If they do want additional or different magic, that's what item creation feats are for...

My two coppers :)

Jack

Remember if you don't let your PCs buy magical equiptment, they have tons of useless coins and nothing to do with them. I do agree that magic needs to be hard earned, so I like to limit the coins they get.

Liberty's Edge

I don't like it either, if players go around and buy magic items. I just can't stand the image of a magic shop where fireball-wands are 50% as a special offer ;)
Anyway, a couple of years ago I came up with the following idea:

There is an "underground" scene, which makes, from time to time, auctions, where only invited guests can be part of!
This scene is led by two people, who travel the whole country to make these auctions in secret. Normally, they cooperate with local thieve guilds, because they have the propper locations!

My PCs get to know them, because they once rescued the daughter of one of those leaders, who invited them to attend one such auction, and gave them a special pass to attend other's in other citys.

Of course, the PCs have to find out when such auctions are made, and where the place is...

The leaders charge 2/10 of every sold item, and a fee of 50gp to put the item into the auction, wether it will be sold or not!
The leaders have a strong company of bodyguards, and everybody thinks they are rich merchants.

The fun thing with this is, during auctions, there can happen a lot of things... I use it normally to bring new NPCs into play! The auctions are considered NEUTRAL ground, so there might be a lot of DIFFERENT creatures in peace together, where normally they would fight each other on the spot!

This system is working really well in my campaign!!! Not only because the PCs have a place where to sell such items!

This is just a barebone, because I didn't wanted this thread to get too long...
As usual, just my 2cts


Dryder wrote:

I don't like it either, if players go around and buy magic items. I just can't stand the image of a magic shop where fireball-wands are 50% as a special offer ;)

Here's a simple on-the-fly idea for limiting magical item purchase:

The PCs tell the DM they want to procure a wand of fireball cast by a 5th-level caster. They are in a small city (GP Limit 15,000). The cost of the wand is 11,250gp, so it should be available. But it doesn't make sense that the local wizard will have *every* item in the DMG under 15,000gp available all the time, so you tell the PC to roll Gather Information, representing a week's worth of asking around for the right wizard. You set the DC at 11,250/15,000*25 = 19. The player can't take 10 or 20.

The 25 in the above equation came from setting base DC by population size:

Thorp 0
Hamlet 5
Village 10
Small town 15
Large town 20
Small city 25
Large city 30
Metropolis 35

This makes more expensive items more difficult to find because they will, by default, need to be found in a larger city, and also represents the difficulty of searching for something in a larger place because you can't simply just go to the only local magic shop. Note that it will still be easier to find this wand in a metropolis (11,250/100,000*35 = DC 4). Also note that an item can still never be found in a settlement with an inadequate GP Limit.

Contributor

QBert wrote:
Here's a simple on-the-fly idea for limiting magical item purchase:

Interesting. I might test drive this little puppy and let you know what I think. Do you allow retries, or is the result for a given attempt always final?

Liberty's Edge

What amazes me in the shear # of wands to be found in these modules...I've read Gathering of winds, and it seems there in total are at least 8 wands lying about o far in the series...

In the first two adventures alone: Burning Hands, Shatter, unseen servant, 2 cure lt wds ....


farewell2kings wrote:
I cut all treasure to 10% of its given value, keep the costs the same and closely regulate magic awards. My current party is 5th level and they they have 3 magic items between five player characters, not counting potions, with which I'm a bit more liberal.

I have run most of my campaigns at the level Farewell suggests, as I feel in this way players tend to value the little treasure they obtain more and become very creative with what they find (in this AoW campaign I'm not worrying about it and just letting them collect whatever they can carry).

A couple of other things I think DM's tend to do that allows for parties to obtain too much treasure is to emphasize in their descriptions the places where treasure is hidden or to always let parties make search rolls over every square inch of a dungeon.

What I'm saying is that its okay for parties to miss treasure. I tend to throw in wandering mobs if a party is dragging their feet by making constant searches or build in some time constraining event so that they can't pretent they are on the set of CSI investingating every room like a crime scene.

In this way, the party has to make decisions about when and where to conduct the thorough searches. Oftentimes, I have noticed, DMs will give a description of a room or encounter and end up giving special emphasis to the spot where treasure might be hidding (e.g. "...the battlefield lays sprawled out before you strewn with thousands of the fallen. Sunlight pierces the dark sky above and momentarily gleams off something shining on the corpse of an elven archer not far to your right . . ."

I like to have three layers of description. I start off with a very general description of the room or scene, a first glance. Then I let the players ask about certain features in the description (if they want). Then, after I've described these in more detail, they may want to search one or more of the areas in the description.

My party has missed about 25% of the treasure so far in Whispering Cairn - unfortunately they had missed the blue lantern and I finally dropped a blatant hint to get them back on track.

Do others use these techniques to limit treasure?


QBert wrote:

Here's a simple on-the-fly idea for limiting magical item purchase:

My players are asking all the time if items are avaliable in whatever town they may be in. I've never found a method that I'm happy with. I will give it a try with my players. I've tested the formula on my own and to me it seems to work.

Thank You QBert!

DJ


Pathfinder Adventure, Adventure Path Subscriber

There is alot of cash/magic in the modules that is certain, however.... having ran a group about halfway through HoHR , so three and half modules, the party is going to need every bit of it just to get by which is something to consider. After the last encounter with the spawn in the basement of the Blackwall keep, they are considering purchasing potions of remove fear, and a wand of cure disease for the cleric just incase they should "run into them again", that alone works out to near 15,000 gp.


What effect the amount of treasure will have on the characters during the the Whispering Cairn adventure I will have to see as I have just started the adventure. However the backgrounds of the PCs suggest that they will spent quite some money on lifestyle, family, healing and the renovation of a certain abandoned mining office. The amount of treasure given and the amount of treasure in their possesion when they start 3FoE will differ significately.

If the party wants to buy magical items I will refer to the items described in the Diamond lake backdrop. Also healing potions can be bought in the temples (provided they know people there) and maybe some minor magical potions at Benazel the alchimist or scrolls from Allustan. If they want anything else they will have to go to Greyhawk or convince Allustan or one of the clerics to make one for them and be prepared to pay heftily.

For other towns and cities I will use a method I devised in an earlier campaign. I made some charts for the possibility that magical items are for sale in a given city or town (see below). I loosely used the treasure tables for encounters from the DM's Guide. Below you will see the chance if one or more magical items are for sale and the max amount of possible items that can be for sale. For example I will roll 3 times with 20% each to check whether there are any minor magical items for sale in a Large town. Next I will roll the kind of item on the charts from the DM's Guide, if the worth of the item exeeds the GP limit of the type of city that item is not for sale (so you will still have less chance for a magic item for sale in a Thorp compared to a Hamlet). Thats a lot of rolling but then again I made an excell sheet to do all that for me; a 7Meg of inefficient use of numbers and buggy but it works, kinda. I even added a chance that the item is cheaper/more expensive, broken, buggy or fake.

The party will have to spend one day making a DC 25 gather information check to track these items down (one check finds one item) and decide then and there whether they want to buy it or it might be sold the next time they come around. So far the players enjoyed searches and debate wheter or not they should grasp this one-time opportunity to buy this used wand of web.

Here are the charts:
minor
...........GP.limit...%.change..#.items
Thorp......40.........5.........1
Hamlet.....100........5.........1
Village....200........5.........1
Small town.800........10........1
Large Town.3K.........20........3
Small city.15K........30........4
Large city.40K........40........6
Metropolis.100K.......50........8

medium

GP limit % change # items
Thorp 40 0 0
Hamlet 100 0 0
Village 200 0 0
Small town 800 0 0
Large Town 3K 5 1
Small city 15K 10 1
Large city 40K 20 3
Metropolis 100K 30 4

Major
GP limit % change # items
Thorp 40 0 0
Hamlet 100 0 0
Village 200 0 0
Small town 800 0 0
Large Town 3K 0 0
Small city 15K 5 1
Large city 40K 10 0
Metropolis 100K 20 3

If the PC's want a particular item they will have to find a wizard or cleric to make it for them, which will also take some gather information and diplomacy checks and a lot of money.


Why don't you zip that spreadsheet up and post it over at http://therpgenius.com/Default.aspx?alias=therpgenius.com/ageofworms

Maybe we could make it even better!

Thanks


QBert wrote:
Creating magic items requires time and a space to do it, as well as materials. If you find your campaign has turned into an episode of "Wizard's Workshop", limit one or all of these resources. Incorporate time-sensitive quests, send the PCs on a long journey where they do not have access to their laboratory, or require certain rare materials to be used in the creation of magic items that must be procured prior to their creation.

If you're inclined to nerf item creation feats like this, you should really inform your players up front about it so they will know not to bother choosing those feats for their characters. You should also allow wizards to swap out their free Scribe Scroll feat for something that will actually be useful, such as a metamagic feat, Spell Focus, or the like.


Vegepygmy wrote:
]If you're inclined to nerf item creation feats like this, you should really inform your players up front about it so they will know not to bother choosing those feats for their characters. You should also allow wizards to swap out their free Scribe Scroll feat for something that will actually be useful, such as a metamagic feat, Spell Focus, or the like.

I gotta agree with this. I'm all for controlling magic items and such, but let your players know that's the case. Also, though it's less "realistic" (good I love using that term as it applies to fantasy role-playing), you should probably discuss with the players whether or not they'll have time to craft items. AoW seems to allow more down-time (thus far) than the Shackled City AP, which after 2 adventures had the party running pell-mell after their mysterious foes with barely the time to scribe a single scroll.


Arjen wrote:

Thats a lot of rolling but then again I made an excell sheet to do all that for me; a 7Meg of inefficient use of numbers and buggy but it works, kinda. I even added a chance that the item is cheaper/more expensive, broken, buggy or fake.

Hi Arjen,

I would like to see your excell sheet, can you send me a copy (trolloc _at_ tiscalinet _dot_ it)?
Thanks anyway.

Bye
Giuseppe A.


Achilles wrote:

What amazes me in the shear # of wands to be found in these modules...I've read Gathering of winds, and it seems there in total are at least 8 wands lying about o far in the series...

In the first two adventures alone: Burning Hands, Shatter, unseen servant, 2 cure lt wds ....

Yeah, but...

1) The shatter wand isn't fantastically useful except against the wind warriors.

2) The unseen servant wand hasn't been used for ANYTHING in my campaign (namely because it can only be used by my PC, currently NPC, mage). I'll have to check my Dragon CDRom archive for uses of Unseen Servant.

3) The party will need those CLW wands in 3FoE (and they have to get through the encounters to get one)

Of the wands, the only one there is that is general purpose offensive is the Burning hands one (after the Faceless One, right?). Giving the mage a short range flamethrower shouldn't be too much power at 5rd level, when they start throwing fireballs around anyways...

Overall, my only problem with the amount of magic items is that I keep forgetting to have the monsters USE theirs, which explains why the party now has so many potions at this point.

As far as the magic items bazaar concept, I like what Dungeon did with the writeup of Diamond Lake specifying the magic items for sale in the Weapon and Bowyer stores - It keeps things from being too much of "Barrel of +1 weapons, buy one, get one half off".

I'm allowing purchase of the 50gp potions (namely buffs and CLW, and I have to suggest that it would be a good idea for them to stock up) and I'm having my mage PC/NPC prepare as many Magic Missle scrolls as possible. Fortunately, no-one in my group is a big DMG browser (one went so far as saying he considers it cheating...), so everyone seems pretty happy with what we've got so far.


Arjen wrote:
. . . a 7Meg of inefficient use of numbers and buggy but it works, kinda. I even added a chance that the item is cheaper/more expensive, broken, buggy or fake.

Arjen, if you're still prowling this message board I would love to get my hands on a copy of your spreadsheet. Could you email it to me at hangfire - at - shaw - dot - ca. Thanks.


In my game, i have dealt with the treasure situation by making the NPC's ask for items.

To start the game, each PC recieved an Invitation to Visit the Whispering Cairn, in return for time off work or the knowledge of the meeting in the abandoned mine house, they need to appease thier peers. One PC works for Osgood, Osgood aranged with the PC, ''for time off work'', to be given any unique or fine looking items of Armour or Weapons.

The other PC's are in similar situations and this has reduced the amount of treasure avaliable for them.

To balance this out - i have given some of the PC's - one magic item to the value of 2000gp, as long as it stays in line with there Class and has been incorporated into the history of the PC as a gift.


At this moment I'm working on improving the spreadsheet to make it less big (1/10th of the original 7 meg). When it is ready I'll submit it to the RPGenius - Age of Worms site.

As I'm largely self-taught in Excel and as I still have to do some reverse-engineering to find out what I did in the original (I keep encountering groupings of cells that do things and are apparently essential but I can't remember what), it might take some days.


Arjen wrote:


it might take some days.

Apparently it didn't, the last chances were easily done. I uploaded the file to http://therpgenius.com/Default.aspx?alias=therpgenius.com/ageofworms .

So you only have to wait for it to be approved and available on the site. I hope it works alright, I'll hear from you if you have any questions.


Maveric28 wrote:
This thread brings up an interesting point: Where can PCs get magic items crafted for them in the town of Diamond Lake? It's been established that they will indeed collect a fair amount of coins and saleable goods during their dungeon-delving (assuming they survive, and don't skip too many sites and chambers)... so where do they have to go to spend these things or exchange them for magical items?

IMC, I ruled that each of the major DL establishments (Venelle's, Captian's Blade, General Store, Osgood Smithy, & Tidwoad's) has 800 gp in cash reserves. Once their reserves are tapped out, they will only trade for items (I'm leaning towards having the reserves replenish monthly). In addition, Tidwoad will only buy items of MW quality or better, & only for 30% of the selling price.

I find that this puts just enough limits not to strain credibility, while allowing them to get enough cash to keep them in Diamond Lake (don't want them running off to Greyhawk before Blackwall Keep).

As for who can craft magic items, check the Age of Worms Overload.

Allustan, Nogwier, Velias Childramun, & presumably Benazel have the Brew Potion feat.

Allustan, Velias, Khellek, & presumably Benazel have the Scribe Scroll feat.

Khellek has the Craft Wand feat.

Jieran Wierus has the Craft Magic Arms & Armor feat.

Note that some NPCs, such as Hamenezar at the Church of St Cuthbert, are not detailed in AoWO, but they could have IC feats, too, provided they meet the prereqs.

In addition, the DMG allows for multiple characters to aid in the creation of an item, so a cleric could team up with Allustan to scribe a divine scroll, for instance.


It may look like alot of magic but rember that a raise dead is what like at least 5000g.
And by 6th level we've had 3 deaths already, why shouldnt players get all the magic/gold etc, bringing back ya mates gets exspenive.
We're the one risking our lives and would you put the gold etc up if it was to low??


Pathfinder Adventure Path Subscriber

My party is only partway through Faces of Evil, and I haven't really seemed to have any problems with the amount of treasure that has been handed out. So far, only two wands of the several they have found have had any use (cure light wounds and ray of enfeeblement). Two of the party members now have +1 weapons, and there's a nice stock of potions, mostly unidentified. As for non-magical loot, the statues of Vaati architecture were given as a good will offering to Allustan, and most of the rest was spent on fixing up the abandoned mine office. That was honestly the best piece of treasure the party had - none of the players have ever actually earned a "home base" for their PC's, and it was a great reward.

Gee, it'll be a shame for them to find out what happens after they get back from the Free City. :)


Arjen wrote:
Arjen wrote:


it might take some days.

Apparently it didn't, the last chances were easily done. I uploaded the file to http://therpgenius.com/Default.aspx?alias=therpgenius.com/ageofworms .

So you only have to wait for it to be approved and available on the site. I hope it works alright, I'll hear from you if you have any questions.

Arjen it appears that nobody is home at therpgenius website. Could you please email me the file at hangfire - at - shaw - dot - ca. Thanks.


If you use the rule in the DMG that players must spend $ to advance levels (ex. 1,000 gp to go to 2nd)they will not have too much wealth. I think they will have to make some interesting choices about what to keep and what to sell.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

If you cut the treasure too much, things will seem okay for a while, and then the PCs are likely to die. The later modules assume certain things about party AC, ability to get through DR, ability to heal/raise/cure/etc. which just won't be true. In AoW I would expect the death point to be Hall of Harsh Reflections or possibly Longshadow.

This is a horrid way to die; players who experience it are likely to turn into irritating penny-pinchers next campaign.

For my own group, I have found I get much better roleplaying if I am *not* tight-fisted with the treasure. Then the PCs are willing to do things like donate money to temples, give gifts to orphans, pay for defenses for their town, etc. If they are constantly near the point of death due to lack of money--letting a dead PC stay that way because they can't afford Raise Dead, for example--they will, understandably, never waste a bent copper on roleplaying.

That said, the appropriate amount of treasure varies a lot from group to group, and if your gut is telling you there is too much, there probably is. Just be sure to vet the later adventures especially carefully.

Mary


After reading "Into the Maw" in 147 I think the book is closed on this one...


Mary Yamato wrote:
If you cut the treasure too much, things will seem okay for a while, and then the PCs are likely to die. The later modules assume certain things about party AC, ability to get through DR, ability to heal/raise/cure/etc. which just won't be true. In AoW I would expect the death point to be Hall of Harsh Reflections or possibly Longshadow. This is a horrid way to die; players who experience it are likely to turn into irritating penny-pinchers next campaign. For my own group, I have found I get much better roleplaying if I am *not* tight-fisted with the treasure.

I agree. In my homebrew campaign, we've instituted one simple house rule I've posted elsewhere--any character acquiring and keeping magic items must pay the xp cost for said items. This has led to improvements in the three areas as we see it:

1. Advancement is slowed somewhat, so that it's not at a video-game-like pace; everone hated the 2 levels per adventure that now seems standard. APs can include side quests and character development, not just breakneck progression.
2. People are more careful about acquiring magic items, and I can be somewhat less careful in regulating gold, allowing rogue characters to gamble away fortunes and clerics to donate to their temples.
3. Wizards might actually use those bonus item creation feats. Prior to the house rule, no wizard character would ever manufacture items due to the xp cost.

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