| DaveMage |
One suggestion I've been thinking about is Wizards automatically gaining Item Creation feats at the appropriate levels (as they do Scribe Scroll) since there is really no affect on the character per se by having such a feat, but would allow that character to make items without having to spend a precious feat slot.
So wizards would get:
Craft Wondrous Item (3rd level)
Craft Magic Arms and Armor (5th level)
Craft Wand (5th level)
Craft Rod (9th level)
Craft Staff (12th level)
They would not automatically get Craft Construct since that does not have a level-based pre-requisite. (If they want Craft Construct, they have to use a feat slot.)
I really don't see an impact on game play, and I think it spices up the wizard even more (without affecting gameplay) - especially considering there will be new magic item creation rules.
| Heaven's Agent |
The new magic item creation rules are one of the reasons why I dislike this idea. Taking a item creation feat is one of the few measures of self-sacrifice remaining for such tasks. In addition, the construction of magic items is a discipline that not all wizards would consider important, and as such doesn't fit as a basic class bonus.
| Maezer |
I think its vast overkill to give them more free feats. If they want to be crafters, they still get scribes scroll free, and the 5,10,15,and 20th level feats to select crafting feats.
If a player wanted to forgo all of those bonus feats and having them replaced with all the basic crafting feats. I could see that. But I think leaving it as players choice is the better option.
Players get a lot more feats as is, I see now reason to give them an extra 5 free feats.
| DaveMage |
The feats don't mean anything though.
You can *buy* most magic items in a campaign, so being able to create them is a minor point - or should be, IMO, for a wizard.
How much more fun would a wizard be if his/her feats meant something rather than wasted? There's little incentive for a wizard to select one of these feats if that wizard knows he can simply buy whatever magic item is needed.
By giving the feat for free, it encourages the wizard to make items instead of buy them, IMO.
Either way, I'm house-ruling it in.
| DaveMage |
Not that is going to matter. But why are wizards special? If you are going to give out crafting feats for free, why not apply this to any caster who meets the requirements.
Becasue the idea behind wizards (at least as I envision them) is that they have mastered magic through study of tomes of lore and/or apprentiships to other wizards. Through that study they would learn the arcane secrets of creating items.
Spontaneous casters and those that receive spells through divine means have not undergone this type of study and therefore would not qualify.
| Kaisoku |
My suggestion is to give them to the Universalist. A wizard that doesn't specialize in any particular field of magic would be perfect in making items as he's not as restricted as others in his spell choices for prerequisites.
Actually, I like giving the choice of metamagic or item creation feats. Either way, it's a good way to make the Universalist a choice someone might really want to pick over the specialists.
| Evil_Wizards |
Becasue the idea behind wizards (at least as I envision them) is that they have mastered magic through study of tomes of lore and/or apprentiships to other wizards. Through that study they would learn the arcane secrets of creating items.
Spontaneous casters and those that receive spells through divine means have not undergone this type of study and therefore would not qualify.
That would be the reason why Wizards get more feats than Sorcerers. But not why they should get even more feats.
The slightly increased number of feats in PRPG is already enough. Maybe shift the prerequisites around a little (e. g.: Craft Ring requires CL 12, but you don't get a feat at 12th level), but not give them away for free.
@ Giving them only to Universalists
Universalists are already very, very powerful compared to Specialists. Absolutely no need to make them even better.
| Stephen Klauk |
I've been thinking in a different line.
Allow Spellcasters to make magic items without requiring the item creations feats, but at full cost of the item (i.e., making Bracers of Armor +1 would cost 1,000 gp instead of 500 gp).
If you have the item creation feats you get a "discount" on the cost of creating items - the half price it currently is (i.e., if you have Craft Wondrous Item, you can make Bracers of Armor +1 for 500 gp).
That way, spellcasters can create some items, but if they were sold, they would lose money (if you use the "sell for half" rule). Those with item creation feats would break even if those items were sold/discarded.
| DaveMage |
That would be the reason why Wizards get more feats than Sorcerers. But not why they should get even more feats.
The slightly increased number of feats in PRPG is already enough.
Since anyone can buy a magic item, these extra feats don't inherently increase a wizard's power in the slightest. Think of them more as class abilities not feats.
Knowledge of the Fireball spell has more of an impact on gameplay than all of these item creation feats put together.
| Zurai |
Since anyone can buy a magic item, these extra feats don't inherently increase a wizard's power in the slightest.
False. Creating a magic item costs half what buying one does. That means giving wizards all of the craft feats for free would double their wealth compared to any other character, and everyone knows that equipment = power in 3.5. More money = more equipment = more power.
| Heaven's Agent |
Since anyone can buy a magic item, these extra feats don't inherently increase a wizard's power in the slightest. Think of them more as class abilities not feats.
Knowledge of the Fireball spell has more of an impact on gameplay than all of these item creation feats put together.
What in the world gives you the idea anyone in a game can buy a magic weapon?
I won't say most, but many campaigns don't have anything that fulfills the concept of the magic shop, nor do they allow the characters the time to find someone to make a specific item for them. If you're running a high-magic game, that's great, but don't make the assumption that everyone else is as well. Especially when working to develop the core rules of a game.
| Wolfknight |
DaveMage wrote:Since anyone can buy a magic item, these extra feats don't inherently increase a wizard's power in the slightest.False. Creating a magic item costs half what buying one does. That means giving wizards all of the craft feats for free would double their wealth compared to any other character, and everyone knows that equipment = power in 3.5. More money = more equipment = more power.
I have to agree with Zurai. I think wizards should have to use a feat choice to gain the ability to create magic items. There is no reason to give it to them for free. Although, technically they are still getting it for free. As they can take it as one of their class feats at 5th/10th/15th/20th level or they can take a metamagic feat.
This allows the player and the GM to make the choice for what is best for their playing style and campaign. As was posted earlier, not every game is a high magic campaign. Therefore, the semblance of a "magic shop" may not exist. Also, some GMs run campaigns where magic MUST be found through adventure. Not created at the whim of a player.
Personally, I don't like the item creation feats. With the exception of brew potion and scribe scroll. Being a vetran from the early years of D&D, I like the mystery of finding items. Also, back then you had to have the permanency spell (8th level in 1ed) to create a magic item besides potions or scrolls. Even then, a player wizard trying to create a magic items usually had to embark on several adventures to gain the required components to the item to be created.
However, with all of this said, if you want to make it a house rule for your own games, I don't believe it will have a dramatic or unbalancing effect. I just don't want to see it as a Core rule for the base game. As has been done in many, many D&D campaigns, change what you want and play how you want. That is really what the game is about, no matter what incarnation or edition. The play is the important part.
| Maezer |
Becasue the idea behind wizards (at least as I envision them) is that they have mastered magic through study of tomes of lore and/or apprentiships to other wizards. Through that study they would learn the arcane secrets of creating items.
Spontaneous casters and those that receive spells through divine means have not undergone this type of study and therefore would not qualify.
I guess I see it differently. I see the bonus feats given to the wizard represting their study. If they study crafting then they pick up crafting feats, if they study magic maniupulation they pick up meta magic feats.
Ignore the fact that they get bonus feats to be applied to that very purpose. Its like saying the fighter, who spends all his time training in fighting should get a half dozen combat feats free, despite the fact that he already has bonus feats written into his progression designed to represent that training.
Now taking into account the rest of your posts. If in your world, you can travel and buy whatever magic item you like, and the benefit from crafting with these free feats is only that you don't have to travel to the store (ie same 100% material cost to craft.) Then I suppose its a pretty negliable difference. But if you are getting access to a wider array of magic items, or saving a substantial amount of money you are going to be effecting power level of your party, by a considerable amount.
| DaveMage |
There is no reason to give it to them for free. Although, technically they are still getting it for free.
Sure there is - since it's your second point.
And I'm also looking at it very much from a simulationist point of view. If I'm a wizard in a fantasy world, I would think that another wizard along the way may have written a book on the process of creating various magic items.
| Zurai |
And I'm also looking at it very much from a simulationist point of view. If I'm a wizard in a fantasy world, I would think that another wizard along the way may have written a book on the process of creating various magic items.
So why doesn't every character class with the exception of barbarians, who are illiterate, also get all the item creation feats for free? After all, it's in a book somewhere, and they're all just as capable as the wizard of reading it.
| Curaigh |
DaveMage wrote:Since anyone can buy a magic item, these extra feats don't inherently increase a wizard's power in the slightest.False. Creating a magic item costs half what buying one does. That means giving wizards all of the craft feats for free would double their wealth compared to any other character, and everyone knows that equipment = power in 3.5. More money = more equipment = more power.
Agreed. Imagine having two fighters with magic swords, instead of one. At higher levels since the price increases exponentially, it is even more important
Fighter: Look at my +3 sword!Mage: Look at my +3 flaming, keen dagger!
No, the only class it makes sense for to get the creation feats automatically is the Artificer.
Also Agreed, and the artificer is unique to the magic infused world of Ebberron. Not what I have seen in Pathfinder/Golorian.
| R_Chance |
Since anyone can buy a magic item, these extra feats don't inherently increase a wizard's power in the slightest. Think of them more as class abilities not feats.Knowledge of the Fireball spell has more of an impact on gameplay than all of these item creation feats put together.
Err... no. There are a lot of campaigns out there, mine for example, where magic is not commonly available for purchase. No "magic shops", "item emporiums" or "magic malls"... people just don't get up and go on down to buy the latest designer wand.
As for the Fireball spell, combine it with the Scribe Scroll feat and you have a real impact. Instead of casting just one fireball and having to rest / rememorize the spell, you can tote several around. That's impact. That's an example of how item creation effects a game. And with the XP costs gone, a lot more PCs are likely to do just that.
| DaveMage |
DaveMage wrote:
Since anyone can buy a magic item, these extra feats don't inherently increase a wizard's power in the slightest. Think of them more as class abilities not feats.Knowledge of the Fireball spell has more of an impact on gameplay than all of these item creation feats put together.
Err... no. There are a lot of campaigns out there, mine for example, where magic is not commonly available for purchase. No "magic shops", "item emporiums" or "magic malls"... people just don't get up and go on down to buy the latest designer wand.
As for the Fireball spell, combine it with the Scribe Scroll feat and you have a real impact. Instead of casting just one fireball and having to rest / rememorize the spell, you can tote several around. That's impact. That's an example of how item creation effects a game. And with the XP costs gone, a lot more PCs are likely to do just that.
But...wizards get Scribe Scroll for free as it is. Has it impacted your game?