How I do Item Creation, is it too much?


Homebrew and House Rules


Good Evening Fellow Gamers,

I have made a change to item creation in my campaign, but I want to ask for your input.

I allow characters to attempt to create items beyond their level (Except Spell Trigger and Spell Completion items). If you do not have the necessary caster level, you add +5 to the DC to craft it, +1 for every level difference.

For example: Yurak the Magus wants to create a Flaming Burst Greataxe, but is only 9th level. Normally, the DC would be 17 (5 + Caster Level)
But since he's only 9th level, the DC becomes 25. (5 + Caster Level + 5[Not meeting level prerequisite] + 3[Level difference])

(Yurak doesn't have fireball, but is getting help from his Sorcerer friend to meet that prerequisite)

He needs to roll a 9+ on his craft check with a 4 or less resulting in a cursed item.

Is this reasonable to allow an item crafter's reach to exceed his grasp?

Interested in your opinions.

Very Respectfully,
--Bacon

Spoiler:
From the PRD:
To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item (see Cursed Items for more information).

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.


Ithink the hfeats are unreasonable to start with, but nobody is making any items if they can't means with taking 10 anyway. In my opinion you are just boosting an already unreasonable line of feats.


Cl is rarely mandatory , so your hr does not impact much. And Remco has right, a caster tend to create almost only items for which he can take 10.


Hmmm...

I'm trying to balance the risk-reward aspect of magical item creation.

How would you tweak it?

Very Respectfully,
--Bacon


Better_with_Bacon wrote:

Hmmm...

I'm trying to balance the risk-reward aspect of magical item creation.

How would you tweak it?

Very Respectfully,
--Bacon

Don't allow take 10 on item creation, otherwise your suggestions are fine.


You could leave the DC at RAW: 5+ 12 cl + 5 (under prerequisite cl) = DC 22, but for every level he is below the minimum caster level (in this case 3) it raises the chance of a cursed item, so where normally he'd need to fail by 5 or more for a curse, if he fails by 2 or more it could be cursed.

I'm really a fan of "upgrade when you're able", so build a flaming axe, then when you meet the caster level, pay the difference in cost, make another check and upgrade it to flaming burst.

And unless he can't mathematically fail the craft check, I'd insist on rolling, because failure does have the consequence of ruining the materials.


I like the increased chance of curse.

"You attempted to corral magic beyond your ken; You have been punished for your hubris"

I also like the idea of being able to try and reach for the stars with a lucky roll. Settling on a 'good' item, or gambling for a 'great' item.

Very respectfully,
--Bacon

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