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Prof. Löwenzahn wrote:

Harvest Parts

I think this feats does what you want to do. I know you are looking for a reasonable ruling RP-wise, but if you want to implement a houserule, maybe use the formula that is given in this feat and let them make appropriate checks without the feat.

Have in mind still that most of the material components does not consist of the material, but of the magical ingredients (whatever those are) that give the wondrous item ist power.

In all my searching I had't managed to find that, so thank you for posting that! It does incorporate a more realistic element to the game.

@Johnico I understand that the majority of the cost goes into the creation of the item, so I could be deemed rather pedantic for seeking easier crafting alternatives. My GM has created quite the Sandbox world, every few weeks he allows us to do certain things (e.g: search for a Cyclops for materials for an item, find a nice town to purchase a house, etc.), so I was hoping to spend these extra days/ sessions spent searching for materials that would allow me to craft fun items for my teammates.

Aye, I think it does make sense to attribute the majority of the costs towards other materials required for the crafting of the item (especially when some items cost tens of thousands of gp, yet appear as a scrap of cloth). Otherwise, Crafters/ Builders could become quite overpowered (if they are within a group of dedicated hunters/ scavengers).
However, an item could be completely worthless on the market, yet be absolutely necessary for an item to be created. Running with the example of the Cyclops Head: a marketer might be repulsed by the idea of spending a single copper on the item; yet to a Wizard who requires it for a spell/ item, it is priceless!

I do like the idea of obtaining certain materials as a necessity for the crafting of an item, so I may ask to have this incorporated into play. Rather than just declaring that I'd make an item out of thin air, the GM would say that I would need "x" amount of materials to reduce the price by "x" amount (e.g: Cyclops Head; Pure gold for a magical crown; a diamond for a ring; etc.).

It may unnecessarily complicate matters, but I think it does add some flavour to the game. I do like the idea of dragonhunterq's suggestion of the 5-10% reduction to price. It makes more sense than "wasting" a Feat on Harvest Parts (which can, at a max of CR20, remove 4000gp from the price).

Thank you for the advice!


I have been unable to find any information regarding this, but - with the Wondrous Item Feat - can a PC create an item with a reduced cost if they have all of the materials available?

The Construction Requirements typically feature:
. "Craft Wondrous Item"
. Spell(s)
. Cost of materials (...gp)

But what if you already have all of the materials at hand?

For example, a Cyclops Helm described as a, "helm made from the husk of a cyclops’s shrunken head".
If my character encounters a Cyclops, successfully kills it, cuts off its head, and then meets the requirements for shrinking its head (possibly a Religion or History Check for understanding how primitive religious/ cultural shrunk heads).

With this, I would assume that the character does not have to pay much more towards the Cyclops Helm. Perhaps half of the Cost, due to the materials already being attained.

This is not in an attempt to reduce the crafting time of the object. The crafting time can remain the same for the initial price (for the Cyclops Helm, it is 2,800gp).
Rather this is an attempt to take into play the imagination of material gathering and realistic play-style. Realistically, how many city vendors will be selling Cyclops heads???

Another example would be the Eagle Cape (a cape made from lots of large eagle feathers). Could the character hunt down several Eagles and retain their feathers? Or, purchase the feathers from a shop?

What do you guys think? Should the cost be reduced if the materials required are already at hand?