| Ma Gi |
Personally I agree wholeheartedly with you. Most of the magic item creation requirements should not be optional(for the +5 DC). Spells I could see being so(still +5 DC) because even if you haven't mastered the spell you'll at least know the theory or could learn and apply it that once, but feats and levels and other such things don't really make sense. You should, at the very least, require help from someone who meet those requirements. In our games we ABSOLUTELY require the level requirement for an item, but otherwise its normal DC increase.
| Cheapy |
Happler
|
Personally I agree wholeheartedly with you. Most of the magic item creation requirements should not be optional(for the +5 DC). Spells I could see being so(still +5 DC) because even if you haven't mastered the spell you'll at least know the theory or could learn and apply it that once, but feats and levels and other such things don't really make sense. You should, at the very least, require help from someone who meet those requirements. In our games we ABSOLUTELY require the level requirement for an item, but otherwise its normal DC increase.
So, in your games, no Sovereing Glue till level 20?
To Cheapy,
While I can see that one (I would say that any feats listed in the requirements must be made, that covers both the creation feats plus other ones), per RAW, you can bypass it.
| KrispyXIV |
My thought is, while it may look like you're getting multiple Metamagic feats for the cost of one feat, there are a few disadvantages and balancing factors.
First, you can't stack rods. If you have the feats, you can apply more than one feat to a spell, which can be extremely useful.
Second, some of the best caster feats (hellooooo Spell Perfection) require metamagic feats as prerequisites; Craft Rod wont get you there.
Third, action economy. It take an action to draw a rod (unless you have a efficient quiver), and it takes one to stow it if you dont have it on a cord (which if you have a quiver, you probably dont have a cord). Normal metamagic doesn't have this for many casters, and spontaneous casters can avoid this on preferred spells.
Fourth, all the feat really does is make it cheaper and easier to obtain items which are technically available regardless. In theory, the default assumption is rods are available anyways; the feat does not suddenly give you access to them.
| Ma Gi |
So, in your games, no Sovereing Glue till level 20?
Well as no one in our group uses that, let alone makes it, it is not a big deal. Though I don't see what makes that a CL20.
edit: Obviously they didn't just randomly choose this item will be CL20 just because. There is a reason for any item to be considered a higher level item or lower. This item being higher level means it's harder to make and harder to dispel. But if a low level could make it, it seems logical a higher level should be able to easily dispel the work of that lower level. If that particular item is supposed to be hard to stop, then put that in the rules/description of the item as +X to the dispel DC and lower the CL.
Besides you could still purchase it or other items of higher CL, if you wanted whenever.
| Cheapy |
Happler
|
Tagion wrote:That's a horrible example because it's wrong.Cheapy wrote:RAW and RAI it works perfectly. This is also why a wizard can create potions of cure light wounds. I think it is a good rule.As the title says.
RAW, it looks like you can. This doesn't seem right to me, so I'm hoping for some discussion.
That is okay, they can always (with a lenient GM) use "Craft Wondrous Item" to make it as an elixir instead. :P
(just joking, I do not know one GM who would allow that).
| Tagion |
Tagion wrote:That's a horrible example because it's wrong.Cheapy wrote:RAW and RAI it works perfectly. This is also why a wizard can create potions of cure light wounds. I think it is a good rule.As the title says.
RAW, it looks like you can. This doesn't seem right to me, so I'm hoping for some discussion.
Ah , I stand corrected. Still think its ok though.