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- {
- "breadcrumbs": [
- "Chapter 2: Tools\r\n"
- ],
- "breadcrumbs_spa": [],
- "category": "rules",
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- "id": "rules-1053",
- "markdown": "<title level=\"1\" right=\"Rules\">[Building Items](/Rules.aspx?ID=1053)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCreating your own magic and alchemical items is an amazing way to customize the adventure and gameplay for your group and add unique elements without requiring quite the same mechanical depth as a whole new class, archetype, or ancestry.\n\n New items make great mementos of previous adventures and tend to be one of the easiest elements for a character to begin using mid-campaign after receiving them as a reward. This section explains the philosophy and numbers behind creating items so you can design your own in no time!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1054\" />\r\n\r\n<document level=\"2\" id=\"rules-1057\" />\r\n\r\n<document level=\"2\" id=\"rules-1063\" />\r\n\r\n<document level=\"2\" id=\"rules-1078\" />",
- "name": "Building Items",
- "next_link": {
- "label": "Item Quirks",
- "url": "/Rules.aspx?ID=1083"
- },
- "previous_link": {
- "label": "Building Hazards",
- "url": "/Rules.aspx?ID=1043"
- },
- "rarity": "common",
- "release_date": "2020-02-26",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
- ],
- "source_raw": [
- "Gamemastery Guide pg. 82"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>",
- "speed": {},
- "text": " Building Items Source Gamemastery Guide pg. 82 Creating your own magic and alchemical items is an amazing way to customize the adventure and gameplay for your group and add unique elements without requiring quite the same mechanical depth as a whole new class, archetype, or ancestry. New items make great mementos of previous adventures and tend to be one of the easiest elements for a character to begin using mid-campaign after receiving them as a reward. This section explains the philosophy and numbers behind creating items so you can design your own in no time! ",
- "type": "Rules",
- "url": "/Rules.aspx?ID=1053",
- "weakness": {}
- }
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