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Worlds of Design: The Problem with Magimarts
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<blockquote data-quote="Staffan" data-source="post: 9324756" data-attributes="member: 907"><p>As Starfox and James Gasik mentioned, being a level behind is a temporary problem, because that means you will get more XP than your companions. But yes, being able to make items at a discount is a massive advantage. As I recall, Paizo eventually came out with soft errata for Pathfinder 1 where they said that characters with item creation feats should be limited to no more than a certain percentage over the normal wealth-by-level guidelines, and if they wanted to make items for the rest of the party that had to come out of the same allotment. That always struck me as bovine excrement, but it does show a recognition that creating items as needed is a powerful ability.</p><p></p><p>To me, the high price combined with the lack of rules of availability indicates that yes, it is expensive, but it is primarily a matter of expensive commodities. Getting the stuff isn't <strong>hard</strong>, just expensive.</p><p></p><p>I believe Keith Baker once opined that in Eberron, the cost was primarily Eberron dragonshards which he likened to oil in their ability to supercharge the magical economy.</p><p></p><p>The obvious question would be "so, can my PC field strip all the monsters we kill and bring the stuff home as extra treasure/components?" Which reminds me, I think Hackmaster did include that as a section in their monster descriptions.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9324756, member: 907"] As Starfox and James Gasik mentioned, being a level behind is a temporary problem, because that means you will get more XP than your companions. But yes, being able to make items at a discount is a massive advantage. As I recall, Paizo eventually came out with soft errata for Pathfinder 1 where they said that characters with item creation feats should be limited to no more than a certain percentage over the normal wealth-by-level guidelines, and if they wanted to make items for the rest of the party that had to come out of the same allotment. That always struck me as bovine excrement, but it does show a recognition that creating items as needed is a powerful ability. To me, the high price combined with the lack of rules of availability indicates that yes, it is expensive, but it is primarily a matter of expensive commodities. Getting the stuff isn't [B]hard[/B], just expensive. I believe Keith Baker once opined that in Eberron, the cost was primarily Eberron dragonshards which he likened to oil in their ability to supercharge the magical economy. The obvious question would be "so, can my PC field strip all the monsters we kill and bring the stuff home as extra treasure/components?" Which reminds me, I think Hackmaster did include that as a section in their monster descriptions. [/QUOTE]
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