Post by cooper on May 20, 2011 16:08:00 GMT -6
One of my most favorite rules in 0e. A perfect extention of xp for gold I think.
eg. You find a potion of giant strength. It is worth 1000gp or you find 1000gp and the party magic user spends 1 week and makes a potion of giant strength. 1:1 either way the player gets 1000xp.
Time to create
roughly 1 month per 1000gp (minimum 1 week even if it's less than 250gp) for most items.
6 months for wands
1 year for rings
What the above time restraint does is put the breaks on any party decking themselves out with magic items (just as construction of castles puts the break on building and time to recruit puts the breaks on raising an army).
The beauty is gold as the universal currency. Wether it's leveling, learning new spells, outfitting your henchmen/army heroes with magic items etc. Speaking of which, it is backwardly compatable with CHAINMAIL. If you have a 7th level mu character who lets say averaged:
30% of xp from monster kills
10% from magic items
10% from story awards, etc
50% from gold.
he has 25,000gp or a "250 point army" on which he could; make a staff of the magi (15,000gp) or build a keep (18,500gp--185 points) or raise an army and give his 4th level fighter henchman a sword+3 (6,000gp--60 points) and plate +2 (4000--40 points) etc.
Am I reading this rule correctly? Does someone else have a different reading of it?
By the way, the DMG is a great resources for fleshing out the 0d&d table on the costs for magic users to make items (ignore resale value, look only to XP value as it matches roughly what 0d&d recommends as creation costs).
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eg. You find a potion of giant strength. It is worth 1000gp or you find 1000gp and the party magic user spends 1 week and makes a potion of giant strength. 1:1 either way the player gets 1000xp.
Time to create
roughly 1 month per 1000gp (minimum 1 week even if it's less than 250gp) for most items.
6 months for wands
1 year for rings
What the above time restraint does is put the breaks on any party decking themselves out with magic items (just as construction of castles puts the break on building and time to recruit puts the breaks on raising an army).
The beauty is gold as the universal currency. Wether it's leveling, learning new spells, outfitting your henchmen/army heroes with magic items etc. Speaking of which, it is backwardly compatable with CHAINMAIL. If you have a 7th level mu character who lets say averaged:
30% of xp from monster kills
10% from magic items
10% from story awards, etc
50% from gold.
he has 25,000gp or a "250 point army" on which he could; make a staff of the magi (15,000gp) or build a keep (18,500gp--185 points) or raise an army and give his 4th level fighter henchman a sword+3 (6,000gp--60 points) and plate +2 (4000--40 points) etc.
Am I reading this rule correctly? Does someone else have a different reading of it?
By the way, the DMG is a great resources for fleshing out the 0d&d table on the costs for magic users to make items (ignore resale value, look only to XP value as it matches roughly what 0d&d recommends as creation costs).
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