Re: {kjd-exp} Bound Magic Items



On 29 Jun., 02:09, Keith Davies <keith.dav...@xxxxxxxxxxxx> wrote:
lbeulm...@xxxxxxx <lbeulm...@xxxxxxx> wrote:
What guidelines do you have for these aspects of cost reduction?
--Warning: long, directly copied--
A reduction of the costs of creation of 50% is extreme and shouldn't
be the rule. All reductions summed up should not exceed 50% of the
creation costs of the final item. This should already include benefits
granted by feats, like Magical Artisan (Forgotten Realms Campaign
Setting v.3.0). A reduction of 20 to 25% should be standard.

Example 1
A group of heroes was lucky and killed a huge, mature adult blue
dragon. The cleric of the group decides to craft herself a fine banded
mail from the hide. Dragons are magical creatures and the hide should
reflect it. Since the dragon was only of age category 7 the dungeon
master should give a 20% reduction in enhancement costs. The cleric
wants the armor to be +3 with an electricity resistance. The latter is
a typical aspect of a blue dragon and should result in a 50% reduction
of the costs added for this property.
Normal: Armor +3 (4,500 gp) + Electricity Res. (9,000 gp) = 13,500 gp
(costs)
Reduced: Armor +3 (3,600 gp) + Electricity Res. (4,500 gp) = 8,100 gp
(costs)

Example 2
A wizard wants to scribe a scroll of Charm Monster. She acquired some
cockatrice feathers as writing quills and uses the vocal cords of a
harpy as ingredients in the ink. Both materials together may be worth
a 25% reduction.
Normal: Caster Level (here 10) * Spell Level * 12.5 = 500 gp (costs)
Reduced: 500 * 0.75 = 375 gp (costs)


How the item/material is used is likely part of it, I'm sure difficulty
of acquisition would be (it's probably harder, or at least riskier, to
get a sufficient quality of human blood than it is bull's blood... to
say nothing of the difficulty of dragon's blood).
Yes, the CR could be useful as a guideline.

Some creatures aren't dangerous and are readily available. For these a
reduction in costs is not appropriate. This includes the majority of
animals and vermin.

The range of possible materials to extract from creatures is wide. It
reaches from the hide, over bone, marrow, blood, sinew, fat, oil, to
even brain juices. This list is by no way complete. Do not think, that
these rules make it easier for game characters to craft items. These
rules just add a little more flavor to the game and make special
occurrences a little more special. The normal costs for crafting items
reflect the burden and dangers to obtain the materials. Gathering and
hunting slows down the game!

A warning: If the game characters adopt to these rules and try to make
a living from butchering creatures and selling their valuable parts,
you've done something wrong. Don't encourage the characters to such
behavior.
·You can make the knowledge of what's valuable difficult to obtain.
The characters need various Knowledge skills.
·You can describe the grim nature of cutting up creatures in a
nauseous, sickening way. The characters may need Survival or Healing
to prepare the outtakes properly.
·Spoiled fluids could draw the attention of myriads of insects, or
predators. This could double the chances for random encounters.
·Some materials may only work if fresh. The characters may need spells
like Gentle Repose. They may even need special containers to transport
the materials.
·The working of the materials may be more difficult, resulting in
higher Craft checks. By this you can reduce the number of people able
to work the materials.
·Merchants, wizards, weapon- and armorsmiths may not be interested to
buy a material from the characters. The character may need Knowledge
(local) to find a buyer.
·The materials may be illegal.

Contrary, the magic affinity of materials makes good causes for
adventure. A wizard may hire the characters to get the needed
materials.

I made a monster list, that lists the "magic affinity" for all
monsters of the MM I. Before someone asks: No. This list is not
postable.

No? Why not? (Written on paper? I can understand not wanting to
transcribe something that long.)
The list is long. It would take some time to reformat the whole thing.
The list also includes creatures like non-SRD Yuan-ti and I don't want
to get involved in a battle of rights. The list also includes hints
like: poison, hide, chitin, spell components, mounts, guard beasts. It
is a part of my "Making the Best of Your Enemies" project. Most
information was taken from previous editions of DND and non-core
material (like the Arms and Equipment Guide).

Don't expect something great and wonderful, it is very down to earth.
--Example--
Creature: Aboleth
Special Quality: Magic Affinity
Description: MA: Water, Swimming, Illusion. The slime is used as an
ingredient in potions of water breathing.

Creature: Adder (Animal)
Special Quality: Magic Affinity, Poison, Spell Component
Description:
-MA: Acid, Poison
-SC: The stomach is used as a SC for [:-)] Acid Arrow. The scales are
used as a SC for Sepia Snake Sigil. The tongue is used as a SC for
Suggestion.
--End--

Man, that took me some time. ;-)
__
LB

.



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