orian wrote:
Well, XP cost removal is not a good thing, or more exactly the lack of real costing resource in order to make magic items is not a good thing. With the system given in PRPG alpha, crafting magic items costs gp to create and are sold for… the double value of gp, Yes !
Actually, if you use the standard sale rules for magic items, don't the players only get half price for selling off items?
That's enough to insure that they'll only break even for creating/selling magic items.
Of course, if your PCs want to stop adventuring and open up a magic item shop, then they become NPCs. ;-)
I like the removal of experience points as a spendable resource, especially given the fact that an item creator has to spend feats. (Even in the case of the wizard's bonus feats, that's less metamagic feats they have to choose from.) It's never made any sense to me that they could be spent that way in the first place.
As for putting brakes on characters creating magic items instead of buying them with their gold, remember the time involved in creating magic items is very significant. At 1 day per 1000 gold pieces, making items of much higher cost than 1st level wands or scrolls is going to take a lot of downtime, which won't come into play unless the DM allows it. So if you want to be able to limit the ability of your PCs to create items, then just limit their downtime.