After all, this is D&D. There's ruins of fallen super-civilization everywhere.
So play in an era when they existed... which would essentially be playing in a Tippyverse?
LMAO no.
Tippyverse is
built on ruins, not the other way around. Specifically, Eberron's world is torn to shambles. He uses House Cannith, Eberron-style currency, the idea of a large city such as Sharn, the concept of using magic for transportation, Gods don't interfere, and so on. I think his locations (dragons in mountains, elves in woods) are the only different things since that is literately as unimaginative as you could possible be. It's all just toned down & grayscaled with some very poor design decisions with so little written about it that it's vague enough to pretend it's supposed to mean something.
Good point about the cycles, and "Tippyverse" having existed in some forms during the history of many fantasy worlds (but then been destroyed due to greed/jealousy/accident/etc). I've played in games set in ancient fantastical societies like Netheril. It can be pretty fun.
Not always, most I've read fall into the don't.
The Sword of Truth and the Dragon Rider series share the concept that the peaks of Spellcasting happened a generation ago, simply because the BBEG is currently murdering everyone. Series like the Wheel of Time and the Wild Mages have strong casters in the past but the present has even stronger casters with new powers making the "prime" age of magic current instead of anything else. In Star Wars the uber Force users appear in the Extended Universe, and even in the films the most powerful Jedi & Sith to note appear. In the massive line of Valdmer (sp) books the peak of magic is restored
during the series and is rebuilt anew. And everyone knows the Fellowship of the Ring which has no deterioration between past and present, the same goddamn elves that were alive for the first war were still around for the second. Futurama of course says ancient aliens were inspired
by us.
The Trope does have several entries on TVTropes but not near as many as you'd think. I think it's also insulting to equate real authors to "Tippyverse" by the way. Even George Lucus has a better track record, he at least waits until the third of fourth film to crap on his universe, and no one is dumb enough to suggest "Lucusverse" appears in other novels unless you really want to piss someone off.
No, because tippyverse assumes all humanoids are living in harmony and nobody does anything stupid/selfish/cruel at the cost of others.
Is that what you read? I mean it's vague and generic as hell so you have to fill in the details and probably assumed everyone lives in peace in order to make things happen as a means to explain
how things can function as stated. But there is no notation of it and the Barbarian tribes and Orcs living in the "Wild" suggest different Races of Humanoids don't get along at all. And in his history section he suggests Civil Wars destroy cities suggests the people in the cities don't even
like each other to begin with either.
Your proposal regarding XP costs gives crafters an effective level adjustment, permanently hosing anyone who makes a magic item. Casters would be dominating anyone with crafting feats into doing the crafting, instead of making items themselves.
The creator's CL must be high enough to crete the item, even if another Spellcaster will cast the specified Spells for it. Permanent Teleportation Circle requires Dominating a 17th level Spellcaster which has had access to Mindblank for a couple levels already.
As a tip, read the next response twice.
so I'm gonna keep golems and at-will/continuous spell effect items, personally.
Creating a Shadesteel Golem costs more than creating an Ice Assassin of a Warforged Wizard, and while both are immune to SR-checking Spells only the latter has Spellcasting.
Also Shadesteels love Undead and are best used along side an army of Zombie Hydras ordered to support the Golem. But I suppose both of these options are too optimized for GitP...