Sylvaroth
First Post
In 3.X there was the idea of using monster parts to reduce or totally replace gp or XP costs in the creation of magic items.
I wanted to give it a try for 4e, so the magic item shops could reopen and fill their shelves again with bottled eyeballs, canned organs, and twitching limbs.
Outlined below you'll find one of two ways to use components in your game (for examples and Method II see the links at the end of this post).
Method I: Make money of members
First of all I calculated the total monetary value (MV) of the four magic item parcels of each individual level (DMG, pages 126-129). Those are now divided by 10 (the average number of encounters per level) to get the average value of a magic item. The result is divided again by 5 to get the average sale price of such an item.
MV / 50
Voila, there is the average gp resp. residuum value of power components you could harvest per encounter.
I do not think this would unbalance the game even if you added the power component value to the total treasure value (magic items+coins, gems, potions, etc). On average, one single component will only reduce the creation cost of a magic item resp. starting no earlier than 5th will it be able to totally replace the cost of an item five levels below the average party level.
Still your players can now sell components or use them to make their creations their own (e.g. harvesting parts of a young red dragon the party just slew to use them in the creation of a rod for the dragonborn Warlock).
The knowledge of such power components could be included in the information gained via monster knowledge checks, and the preparation and preservation of such items could be a new use of the Brew Potion ritual.
Thread Links
I wanted to give it a try for 4e, so the magic item shops could reopen and fill their shelves again with bottled eyeballs, canned organs, and twitching limbs.
Outlined below you'll find one of two ways to use components in your game (for examples and Method II see the links at the end of this post).
Method I: Make money of members
First of all I calculated the total monetary value (MV) of the four magic item parcels of each individual level (DMG, pages 126-129). Those are now divided by 10 (the average number of encounters per level) to get the average value of a magic item. The result is divided again by 5 to get the average sale price of such an item.
MV / 50
Voila, there is the average gp resp. residuum value of power components you could harvest per encounter.
I do not think this would unbalance the game even if you added the power component value to the total treasure value (magic items+coins, gems, potions, etc). On average, one single component will only reduce the creation cost of a magic item resp. starting no earlier than 5th will it be able to totally replace the cost of an item five levels below the average party level.
Still your players can now sell components or use them to make their creations their own (e.g. harvesting parts of a young red dragon the party just slew to use them in the creation of a rod for the dragonborn Warlock).
The knowledge of such power components could be included in the information gained via monster knowledge checks, and the preparation and preservation of such items could be a new use of the Brew Potion ritual.
Thread Links
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