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General Tabletop Discussion
*Pathfinder & Starfinder
8-10K gold piece value magic item for a mage
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<blockquote data-quote="Pielorinho" data-source="post: 680714" data-attributes="member: 259"><p>Although you're by-the-book's-guidelines-correct, I'd figure the cost slightly differently. The point of charging double for extra powers on an item is to compensate for the item's not taking up an extra slot (at least, I think that's why -- that's also why nonslotted items charge double for their powers). </p><p></p><p>However, wands are already (arguably) slotless items. So I wouldn't charge double for any of the wand powers. That would reduce the cost to 20,800, if I can successfully do math in my head.</p><p></p><p>Furthermore, there's no innate reason why an insight bonus is better than (say) a deflection bonus; I think it's more expensive because you don't want people to stack too many bonuses one on top of the other. If you think it's cool for a diviner to have an insight bonus, just restrict his access to deflection bonuses, and you won't have a problem. This will be a your-campaign-only tweak that shouldn't affect the balance. This'll get the cost down to 18,800.</p><p></p><p>Finally, one of the big costs is the quickened true strikes. Honestly, in the context of a wand, this is nowhere near as useful as (for example) a wall-of-force wand. I wouldn't charge the same thing for this power as you would for a necklace that created ten walls of force. This is purely IMHO, but you could reduce the value of these down to 750, and I think it'd be reasonable.</p><p></p><p>That gets your item's total value down to 12,800. Much closer to what you're looking for.</p><p></p><p>One last note: if you're gonna goof up with giving someone too powerful an item, it's a good idea to make it a charged item. Worst case scenario, this fellow has 50 way-too-powerful rounds in combat before the item is gone. And that's really not such a worst-case.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 680714, member: 259"] Although you're by-the-book's-guidelines-correct, I'd figure the cost slightly differently. The point of charging double for extra powers on an item is to compensate for the item's not taking up an extra slot (at least, I think that's why -- that's also why nonslotted items charge double for their powers). However, wands are already (arguably) slotless items. So I wouldn't charge double for any of the wand powers. That would reduce the cost to 20,800, if I can successfully do math in my head. Furthermore, there's no innate reason why an insight bonus is better than (say) a deflection bonus; I think it's more expensive because you don't want people to stack too many bonuses one on top of the other. If you think it's cool for a diviner to have an insight bonus, just restrict his access to deflection bonuses, and you won't have a problem. This will be a your-campaign-only tweak that shouldn't affect the balance. This'll get the cost down to 18,800. Finally, one of the big costs is the quickened true strikes. Honestly, in the context of a wand, this is nowhere near as useful as (for example) a wall-of-force wand. I wouldn't charge the same thing for this power as you would for a necklace that created ten walls of force. This is purely IMHO, but you could reduce the value of these down to 750, and I think it'd be reasonable. That gets your item's total value down to 12,800. Much closer to what you're looking for. One last note: if you're gonna goof up with giving someone too powerful an item, it's a good idea to make it a charged item. Worst case scenario, this fellow has 50 way-too-powerful rounds in combat before the item is gone. And that's really not such a worst-case. Daniel [/QUOTE]
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8-10K gold piece value magic item for a mage
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