Jason Beardsley
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There's a couple things that bother me about the current way item creation is handled.
First is potions. Brew Potion only allows you to create a potion of a spell up to 3rd level, and cannot be a personal spell. However, if you do want a one shot item of 4th level or higher, call it an "elixir", and now it falls under the "Wonderous Item". Even though, mechanically, it's exactly the same. For example, my family group, once in high levels, makes it a regular habit of making/buying/finding elixirs of heal.
Next is wands. For pretty much the same reason as potions. Want a higher level spell in a stick with 50 charges? Cool, it's now a "Wonderous Item", or a staff, or a ring.. depending on what it 'looks like'.
Why not make crafting feats separated like the MIC separated stuff? Also 'Craft X' isn't really accurate either, is it? You're not actually crafting a ring, or a belt, or a staff, you're enchanting a mundane item with magical powers.
So how about Brew Potion include spells higher than 3rd level? Why not go further and allow harmful spells to be applied to your weapon, like oils can be, and act like a temporary 'spell storing' ability? Apply 'poison', hit once, discharge spell. Would that really break the game?
Brew Potion (no level limit, includes oils, elixirs, and even 'spell grenades' such as fireball in a bottle), Enchant Clothing, Enchant Jewelry, Enchant Armour, Enchant Weapon, Enchant Stick (basically rods, wands and staves, no level limits, the name could use work), Scribe Scroll (i dont have a problem with this one), Enchant Wonderous Item (anything else that doesn't fall into the previous categories)
What are some house rules you use for this topic? What do you think of the ideas I propose?
StabbittyDoom
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I was debating coming up with an alternate system of enchantment feats myself, based on how the item functions, such as:
Craft Spell Completion (ie Scrolls, but could be on anything that can hold text including your arm)
Craft Command (command word)
Craft Use-Activated (eg Potions, elixers, dust items, etc)
Craft Spell Trigger (ie Wands and Staves)
Craft Continuous (Most other effects, such as base enhancement bonuses, stat bonuses, etc)
Never really got around to it though. It is on my list of "pet peeves to fix."
Basically, it would be nice if the enchantment feats matched up to a perceived skill set instead of item slots (which is more of a legacy thing), classics (wand, stave, scroll) and catch-all.
In short: +1, but not sure how to implement a "fix"
StabbittyDoom
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I have a lot of ideas like that that I may or may not get around to fleshing out well enough to be usable.
I usually post them on my scratch-pad wiki page.
| wynterknight |
I was debating coming up with an alternate system of enchantment feats myself, based on how the item functions, such as:
Craft Spell Completion (ie Scrolls, but could be on anything that can hold text including your arm)
Craft Command (command word)
Craft Use-Activated (eg Potions, elixers, dust items, etc)
Craft Spell Trigger (ie Wands and Staves)
Craft Continuous (Most other effects, such as base enhancement bonuses, stat bonuses, etc)Never really got around to it though. It is on my list of "pet peeves to fix."
Basically, it would be nice if the enchantment feats matched up to a perceived skill set instead of item slots (which is more of a legacy thing), classics (wand, stave, scroll) and catch-all.
In short: +1, but not sure how to implement a "fix"
Have you checked out Monte Cook's Arcana Evolved? Their magic item system is set up exactly like this, as I recall.