... What do you mean "why"? What do YOU call them? What do you define as a "special effect"?Why?
Right, I'm with you so far.It's very simple. The general principle for pricing enchantments in 3E/3.5E is that the order of adding stuff doesn't matter. There is _one_ price for any given combination of powers, and it doesn't matter whether you add A to B, or B to A.
I'm glad you're finally acknowledging that it's not my fault that I'm misinterpreting this. I'm a reasonably intelligent person; I have an English degree. I think I can read a section of text and puzzle out the meaning, but this one is, like you said, rather poorly worded and leads to silly rules arguments like this one.There is nothing in MIC, save some ambiguously worded paragraphs, to suggest this principle has changed.
Let's trot out that paragraph again, shall we?In fact, the examples given in that section imply the principle is still the same: they all reference a single price for an item, without any mention that the order is supposed to affect things.
Any additional ability. Not "special effects" or "common effects".In most cases, if the item is one that occupies a body slot, the cost of adding any additional ability...
Here's the clincher, the part where it implies that order DOES matter. (BTW, I left out part of that; I'm surprised someone didn't call me on it.) If the new ability costs LESS than the existing item, you multiply the new ability by 1.5. If the new ability costs MORE than the existing item, then you add the new ability's cost and multiply the existing item's cost by 1.5....to that item is 1-1/2 times the value of the added power (or the value of the added power plus 1/2 the value of the existing item, if the added power normally costs more than the existing item).
Didn't you hear, flagellation leads to enlightenment? You should try it some time. Worked for me.From this principle, it is obvious that "add common effects to an existing magic item" is meant to be interpreted as "create a magic item with both common and special effects". By assuming otherwise, for no reason that I can tell, all you've achieved is to create a rod to beat yourself with. Cease with the pointless nitpicking, or I will be forced to assume you like beating yourself.
Kerrick said:... What do you mean "why"?
What do YOU call them? What do you define as a "special effect"?
I'm glad you're finally acknowledging that it's not my fault that I'm misinterpreting this. I'm a reasonably intelligent person; I have an English degree. I think I can read a section of text and puzzle out the meaning, but this one is, like you said, rather poorly worded and leads to silly rules arguments like this one.
Let's trot out that paragraph again, shall we?
Any additional ability. Not "special effects" or "common effects".
In most cases, if the item is one that occupies a body slot, the cost of adding any additional ability...
Here's the clincher, the part where it implies that order DOES matter. (BTW, I left out part of that; I'm surprised someone didn't call me on it.) If the new ability costs LESS than the existing item, you multiply the new ability by 1.5. If the new ability costs MORE than the existing item, then you add the new ability's cost and multiply the existing item's cost by 1.5.
You know... once I wrote that out, and looked at it, it actually made sense. It's 1.5 times the lesser ability.
Why the **** couldn't they have said just that, instead of making some convoluted, obscure sentence that idiots like me are bound to misinterpret?
Didn't you hear, flagellation leads to enlightenment? You should try it some time. Worked for me.
Stalker0 said:Actually speaking of blinding, my copy has it in the list, but its not listed among the other weapon properties. A big typo indeed.
I don't know... We're not arguing about established principles of D&D item creation anymore - this is entirely new territory.Given the repercussions of interpreting that passage narrowly, it is obvious that such an interpretation is not the correct one.
Seems to apply to this one:In most cases, if the item is one that occupies a body slot...
Which directly refers to common effects. The only example they give is adding a +2 Dex bonus to an existing item, without a price hike. Fair enough, that part's spelled out pretty clearly. BUT, there's absolutely no evidence to show that you can add a "special effect" (read: an additional ability) to an item that has a common effect without a price hike. I suppose you could interpret it that way, based on the previous example (adding effects is always 1.5 times the lower-priced ability), and be technically correct, but I'm just opposed to the whole concept (which is not why I was arguing the point in the first place, but that's beside the point).This added cost doesn't necessarily apply when adding some common effects to existing items; see below.
You're mixing metaphors. Improving items isn't the same as adding additional abilities - they use different pricing schemes. Additional abilities are 1.5 times the lower cost, and improved abilities are the higher minus the lower.I am referring to the various examples of improving items: the +1 sword made into the +2 vorpal sword, the boots of striding & springing combined with slippers of spider climb, the boots of S&S combined with +2 Dex, and so on. In all of these examples, no mention is made of prices differing according to which effect is put on first. Instead they all give a single price for an item, implying that order doesn't matter.
Wrong. If you look in your 3.5 DMG, it's 2 times the higher cost. They DID change it in the MIC; they just didn't mention it in a sidebar for some reason, instead choosing to write it in obscure verbiage that a 10-year-old could have done better.Yes, just like it's been since 3.5 came out, or 3E even if you go by the general principle (although back then it was x2 instead of x1.5). Isn't this fun?
I suppose I asked for that one.It's an intelligence test. You must be THIS TALL to comment on this issue.
Pfft. You merely guided me on the path; I found enlightenment on my own.Only because I deigned to educate you, my boy.
Kerrick said:I don't know... We're not arguing about established principles of D&D item creation anymore - this is entirely new territory.
Which directly refers to common effects. The only example they give is adding a +2 Dex bonus to an existing item, without a price hike. Fair enough, that part's spelled out pretty clearly. BUT, there's absolutely no evidence to show that you can add a "special effect" (read: an additional ability) to an item that has a common effect without a price hike.
I suppose you could interpret it that way, based on the previous example (adding effects is always 1.5 times the lower-priced ability), and be technically correct,
but I'm just opposed to the whole concept (which is not why I was arguing the point in the first place, but that's beside the point).
You're mixing metaphors.
Improving items isn't the same as adding additional abilities - they use different pricing schemes. Additional abilities are 1.5 times the lower cost, and improved abilities are the higher minus the lower.
Wrong. If you look in your 3.5 DMG, it's 2 times the higher cost.
They DID change it in the MIC;
they just didn't mention it in a sidebar for some reason,
instead choosing to write it in obscure verbiage that a 10-year-old could have done better.
I suppose I asked for that one.
Pfft. You merely guided me on the path; I found enlightenment on my own.
I did have a substantive point to make; I just happened to be wrong.Of course there is, although I suppose a pedant with no substantive point to make could always choose to ignore it.
Adding common effects (or ANY effects, for that matter) to an item without a price increase is something that's never been done before; hence "new territory".Nonsense. Just because YOU want it to be entirely new territory, for reasons that possibly make sense in that certain non-Euclidean way, does not mean anyone else has to feel the same.
Yes, wWe've already established that.1) There are no corroborating statements to the effect that item prices depend on the order in which enchantments are added;
2) There are no items with multiple prices given;
I don't know why they didn't put it in a sidebar, but see below.3) There are no sidebars discussing what would be a major change to the item pricing guidelines;
4) Consequently, the algorithm for pricing items must be as I've outlined it.
Table 7-33, p. 285. "Multiple different abilities: multiply higher item cost by 2."Chapter and verse, please.