| J4RH34D |
It isperfectly fine if you are happy with your wizards being able to make themselves even more insane while still crafting. It also somewhat becomes so valuable as a feat that it is almost a must pick, which means you might as well as give it to people for free a bit like Cyrad does.
While I was at changing crafting I would make martial characters better able to craft as well.
| james knowles |
I've reduced the number of Item creation feats in my games to 3:
Master craftsman: works as written +includes forge rings. At 10 skill ranks it also includes craft rods.
Craft Consumable Items: works same as master craftsman, but for potions, scrolls, and wands. At 10 skill ranks it also includes staffs.
Artisan
prereq: spellcraft 8 ranks; master craftsman or craft consumable items.
benefit: decrease the time needed to craft magic items by -10%. If you have 18 ranks in spellcraft, decrease the time needed to craft magic items by -20% instead.
| Hugo Rune |
I came up with an alternate item creation feat tree a few years ago. Copied below for convenience:
There are three branches to the tree, covering charges, single or multi-purpose and power level.
The feats are:
Personal Single Use (replaces Scribe Scroll): allows the individual to create single use items that are activated through spell completion or spell trigger, the item is consumed on use.
Universal Single Use (replaces Brew Potion)[Prerequisite:Personal Single Use]: allows the individual to create single use items that can be activated by any means but is consumed on use.
Charged Use (replaces Craft Wands) [Prerequisite: Personal Single Use]: allows the individual to create items charged with a single spell or effect using the trigger mechanisms learned in the single use feats.
Permanent Effect Binding [Prerequisites: Universal Single Use, Charged Use]: allows the individual to create items with a single spell or effect using any trigger mechanism.
Multiple Effect Binding [Prerequisite: Charged Use]: allows the individual to create charged [or permanent if Permanent Effect known] items with multiple spells or effects. Prior to unlocking this secret, the creator was unable to bind more than one effect to an item.
Medium Item Creation [Prerequisite: Charged Use]: allows the individual to craft medium magical items, before this only minor items could be crafted.
Major Item Creation [Prerequisite: Medium Item Creation]: allows the individual to craft major magical items, before this only minor and medium items could be crafted.
There's obviously still some work to get through to assign apprporiate levels and to sort out some of the differences - I know Scribe Scroll could be used to scribe 9th level spells, which this system won't allow (but I don't intend to prevent Wizards who choose not to create items from scribing 9th level spells).
Expanding into mythic, the power levels could extend to minor artefact creation and major artefact creation.
| LucyG92 |
So, I thought about this for a few days, and I actually do like the idea of getting rid of item creation feats.
We both like the idea of the game having a lower level of magic than the default, so I want to make magic items rarer than they currently are. In my world, you just aren't going to find magic items for sale in a thorp/hamlet/village, unless there are exceptional circumstances (Certain regions of Golarion might be different, though)
What do you think of, say, having no item creation feats, but the DC to create a magic item is now 15 + caster level? I'm trying to make it hard, and that's why magic items are actually quite rare. Especially with the possibility of creating a cursed item.
We're both happy with this ruling, but I do want to check with other people who are more experienced with the game before implementing it...
| SmiloDan RPG Superstar 2012 Top 32 |
I think you can either make a feat that lets you do Item Creation stuff based on Spellcraft ranks equal to the normal Item Creation Feats' minimum caster level, or just use the same rule without even requiring a feat.
5e doesn't require any feats to make stuff, just minimum character level based on item rarity, and it works out OK.
PF has so many feats, it's probably time to incorporate many of the basic feats as standard character options that don't require feats to do. When there were only 100 feats, and only 20 of them applied to casters, it made sense for there to be 6 or 7 item creation feats. But now there are many interesting options that don't get picked because the basic feat options are so fundamental they get selected over the more interesting options.
| Hugo Rune |
So, I thought about this for a few days, and I actually do like the idea of getting rid of item creation feats.
We both like the idea of the game having a lower level of magic than the default, so I want to make magic items rarer than they currently are. In my world, you just aren't going to find magic items for sale in a thorp/hamlet/village, unless there are exceptional circumstances (Certain regions of Golarion might be different, though)
What do you think of, say, having no item creation feats, but the DC to create a magic item is now 15 + caster level? I'm trying to make it hard, and that's why magic items are actually quite rare. Especially with the possibility of creating a cursed item.
We're both happy with this ruling, but I do want to check with other people who are more experienced with the game before implementing it...
I think if you are both happy with it run with it. By the sounds of it with it just being the two of you, you are not going to run into any rule-abuse issues as long as your husband doesn't take the p*ss and you don't suddenly decide that anyone who can cast a cantrip can take 20 to craft something.
My reworking gave greater access to single shot, low power items but dissuaded PCs from creating permanent items - the feat tax was too great. So it worked as intended for my campaign.