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![Chief Sootscale](http://cdn.paizo.com/image/avatar/PZO9031-Kobold.jpg)
So, I've run several games at this point, from beginning to high level completion. And I'm not sure how much of an impact item creation feats have had. I do not allow totally custom magic items, nothing that isnt in the books. But I do allow them to make their own items by taking the feats, mostly for the money discount. I also allow them to stack up to three effects on one item, such ass boots of feathered step/striding and springing/spider climb, paying 50% more for every secondary enchantment. What are your thoughts on this? I feel like the item crafting feats, as long as you dont allow them to make up their own items (like a ring of shield or pro evil or whatever) aren't that bad, but do you think allowing the stacking of multiple effects on one item (even with increased cost) to be too powerful and unbalancing?
Thoughts? Reasons? I'm honestly curious for some discussion here. Thanks!
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kestral287 |
At most with item creation you find yourself moderating what you grant in wealth a bit (this is what Ultimate Campaign recommends doing, for the record. No big deal).
Item design can have more of an impact, but as long as you're capable of saying no it shouldn't mean much. Don't let them make the +5 Luck bonus to AC and +5 Sacred bonus to AC to go alongside the Ring and Amulet, of course. Don't let them have a constant True Strike without paying artifact-grade sums.
But a lot of even item design is manageable as long as you and your player can work together to find a fair price point.
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Gregory Connolly |
![Shag Solomon](http://cdn.paizo.com/image/avatar/ShagSolomon_finish.jpg)
I find that being able to stack multiple enchantments into the same slot at +50% cost is the real benefit of item creation feats.
It leads to some good things. People don't sell nearly as many unique items. People actually prize big six item slot competitors, because it lets them get a big six+ item easier and cheaper. Forge Ring gets a lot better and is about on the level of Craft Magic Arms and Armor. Found treasure is valued the same as built treasure, because it can be modified, instead of being valued at half because it is going to get sold. Full casters spend feats getting better at helping others rather than making spells more effective, lessening the effect of the caster-martial disparity.
It also leads to some not so good things. Players who are build focused can become hyper gear focused. The optimized-nonoptimized disparity grows. Downtime gains a lot of value, but then it becomes another resource to be husbanded rather than a story tool for GMs. Characters become more time consuming to audit. Players who dislike or are bad at math have another layer of optional math to be unhappy about.
I have only used them in the way the OP does (mostly) in that we never allow custom enchants but do allow improving existing items and combining at the recommended cost. I find they are mostly very positive, though they can make for obnoxious bookkeeping.
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Tzimiscar |
Can be a bit frustrating if you don't get the downtime to use the feat. I find the idea of creating something unique nice. Instead of a ward of healing light wounds our group has a bottle of healing potions - a round of drinking after a battle seems appropriate. (No one gets drunk from it. No I can't change the taste to something besides beer. At least not yet.)
Item creation can also be used as a plot hook. Player needs to find substance x. Only the old master y knows how to combine these specific effects. Flaws can add to it, like cursed against a specific enemy. Or you could suceed so well it has additional effects/is intelligent...