tag:blogger.com,1999:blog-8935997561931650289.post5340957307543810132..comments2024-03-28T02:56:48.844-04:00Comments on Tower of the Archmage: Crafting Magic ItemsDavid The Archmagehttp://www.blogger.com/profile/11649391406526258069noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-8935997561931650289.post-91639510554391671962014-05-12T08:37:45.241-04:002014-05-12T08:37:45.241-04:00I'm a big proponent of gaining XP for money sp...I'm a big proponent of gaining XP for money spent in a meaningful way, rather than simply gathering and hoarding it. Your plans outlined above fit well with that notion.<br /><br />You might also consider making PCs pay for training, and award XP for that, rather than making them pay a lump sum after they've accumulated enough XP to level up. A guy I met at Gary Con used this formula for his game: 1 week + 50 gp x level x level = 1 XP per gp spent. I haven't implemented it (not running a game right now), but at face value, it looks pretty good.Grumpy Old Manhttps://www.blogger.com/profile/11087904102183244773noreply@blogger.comtag:blogger.com,1999:blog-8935997561931650289.post-18318847744558814302014-05-12T08:36:44.482-04:002014-05-12T08:36:44.482-04:00This comment has been removed by the author.Grumpy Old Manhttps://www.blogger.com/profile/11087904102183244773noreply@blogger.comtag:blogger.com,1999:blog-8935997561931650289.post-82114959458930738212014-05-11T07:15:28.501-04:002014-05-11T07:15:28.501-04:00It should definitely take time, and I'm right ...It should definitely take time, and I'm right there with you on the 1 day/100gp. As for a percentile check? I think that might get too fiddly. I want to keep this relatively simple. However basing the modified on the GP value... that's an idea I'll have to mull over.David The Archmagehttps://www.blogger.com/profile/11649391406526258069noreply@blogger.comtag:blogger.com,1999:blog-8935997561931650289.post-76273519139392780042014-05-11T00:54:25.585-04:002014-05-11T00:54:25.585-04:00A properly old school method would give a percenta...A properly old school method would give a percentage chance, probably a base value plus 1% or 2% per level, up to a maximum. Perhaps 50%+2%/level to a max. 99%. Or you could come up with additional modifiers, maybe based on the XP value of the magic item (if using AD&D), or the GP value. Maybe -1% per full 1000GP/XP of the item? It should take time, too. Perhaps 1 day per 100GP/XP of the item.faoladhhttps://www.blogger.com/profile/03691952430041394614noreply@blogger.com