Just posting this here is as well because the forums went wonky again.
Spes Magna Mark wrote:
Glad you liked it. I've not really looked to in-depth at the magic item creation rules for PF. What problems do you see with them?
Mark L. Chance | Spes Magna Games
Well where do I begin. The system is still a legacy hold over from 3.X should I say more? Just kidding. The only change was that there was no longer an XP lost for creating an item.
The first problem: Time
This is similar to crafting regular items. The problem is that no matter what a caster or artificer can never make more than 1,000 gp worth of items in one day. They also basically say that an magical artisan (crafter) can not work more than 8 hours at a time on a magical item but does not take in the fact that some artisans might be able to endure more than others.
Second Problem: Ignores the power of the artisan
It makes no room for the skill, his stats or character level of the artisan character.
Third Problem: Not flexible and costly
Spell are the primary component in creating the item which is problem because players often get locked into the idea that they are locked into using only those effects. Now they do say that the spell are only a guide line and that it is up for interpretation, mainly by the GM.
What if I just wanted to create a magical cigarette lighter that I could always use unlimited? This item would not be super powerful and is mostly for flavor but you can start fires of course with it. The only way to do this is to make it have unlimited charges of prestidigitation which by RAW would make a light be around (500 something gold) that is a really expensive lighter.
Last Problem: Personal Cost
Magic Item creation has always been a problem area in D&D since 1st edition. Back in 1st and 2nd edition you were required to give up a point of Constitution, permanently. That was real harsh.
In 3.X you had to give up permanently your experience points which also didn't make sense and caused all sorts of problems with their system.
In Pathfinder, there is no personal cost which means that a level 5 Artificer could easily set up shop and make items forever and never need to go on adventures. BTW the ToS artificer, stay away from that train wreck, he is OP in my opinion, good flavor though.
This last problem has always been on my mind as of late as I have always been interested in the character who makes the magic items. I do believe that their should be a personal cost and so far my idea is centered around the temporary loss of ability scores, primarily at least two of the physical ones: Strength and Constitution. I could see this solving the whole time problem because this would allow you to push yourself to your limits but you have to rest in a major way afterwards or have magic help restore your ability loss which can cost the group.
These are just some of the problems that I have had with magic item creation that I can remember at this time.