A question about magic item creation?

Why the reticence to allow fortification on non-armor items? In looking at the table in the DMG for armor special qualities, 13 of the 19 qualities are replicated in one way or another via other items (rings, wonderous, etc...).

Which makes the six that aren't even more conspicuous, wouldn't you say? :)

-Hyp.
 

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andargor said:


Probably because your DM warned us about your rampant min/max munchkinism. :)

dcollins is correct, cynicism and sarcasm will get you nowhere fast here. Listen to the guys with 1K+ posts. I assure you that their signal to noise ratio is very high.

If this were D&D court, they'd beat this fledgling rule lawyer's butt any day of the week...

Andargor

Quite an amazing bit of obsequiousness there :D ...oh, wait...I forgot; no having fun on THESE boards through humor...
 

dcollins said:


And yet you seem a bit sarcastic about accepting them...

Perhaps, but I would hope that such gentle ribbing as I offer could be taken in-stride by the regulars here.

dcollins said:

In other words, the rules say that Table 8-40 only presents guidelines.

More fundamentally, those guidelines are only explicitly given for the DM [to] create "new items" of his creation. The rules never give that option to the players at all, and therefore by the core rules PCs simply can't make any "new items". Therefore you're going to find a whole spectrum of opinion differences on pricings and allowances, because all "new items" are intrinsically house-rulings by the DM.

www.superdan.net/dndfaq3.html

I agree fully; it is the DM's job to adjudicate the creation (or not) of "new" magic items. In reading the post closely, this is exactly why I emailed the descriptions of the torque and ring to my DM; to evince his opinion of whether or not the creation of such would be achievable by my Red Wizard.
 

And that's why I posted here. I figured the good people here had more experience with this kind of request, as my own is virtually nil.

I'll give you a ruling one way or another soon, and then I'm going to kick your butt for making me think so hard about the stupid things.

:mad: <--- You see this guy... this is your dm. NEVER make your normally cordial DM angry, especially when you'er soon about to enter a dungeon of his own creation! And if anyone is wondering, I do normally refer to myself in 3rd person.
 

...a little off topic

To make an item worth 5 000 000, wouldn't that take 5 000 000/1000 days = 5000 days = 14 years? I've probably missed something here, but if it's right; I don't think epic level characters would spend 10+ years to make an item...
 

Hi everybody,
IMHO there should be hard rules for item creation prices. Magic doesn't make a difference between a featherfall spell and an enlarge spell, both are first level.
Does magic know that improved invisibility is so much harder to make permanent than say Scrying (e.g. used for crystal balls).
So yeah, there have to be guidelines on how much would effect X cost and what spells could be used with X. There should be no possibility to cast a spell once per round. If you want it castable all day long once per round you pay a high price (per the DMG 2000gp is for 5 uses per day, we're speaking of 14.400 uses per day, that's 5.760.000gp times spell level times caster level).
Same goes for constantly active items. The price for them should be based on the duration of the spell. Say you want to make an item giving you permanent fly (duration normally 10 minutes/level) and one of permanent haste (I know very bad example... duration 1 round/level), youre a 5th level caster. For fly you'll need to prolong the duration only by a factor of about 28,8 - for haste by a factor of 2880, just to last it one full day!!!
Then there should be fixed costs for specific effects like armor bonus, attribute bonus etc. which override the other effects.
If you want to cast an extended bull's strength once per day on caster level 12 (lasts 24 hours) you pay X gp (per DMG 14.400gp = 3 x 12 x 2000 / 5). This spell would vary in effect for the usual 1d4+1 enhancement bonus to strength. For a fixed bonus you should pay a fixed amount like the table in the DMG proposes.

Perhaps we should try to make a better table than that in the DMG, one that has rules for nearly all non-broken spells.

Oh and btw the above mentioned hard rules should only be for calculating the creation cost of items, the market price surly varies by usefulness of the item. The Ring of Improved Invisibility should cost X gp and Y xp to create but on the market the price would perhaps be as high as ten times the creation cost.

That said, flame on
Greetings
Firzair
 
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I've never understood why that x10 modifier is there for epic items.

Does a level 21 character somehow suddenly have the potential to make vastly more money than a level 20 character? (as compared to a level 20 char vs a level 19 char..)
 

loki1loki1 said:
OK, I have been "educated" upon the assumptions under which these boards operate. :)

Let's try a different tack, then. What would you price the torque, as put forth above, at? I strongly disagree with those who have implied that the base cost for the heavy fort. should be equivalent to +5 armor of heavy fort., or any price that is even vaguely close to that. After all, the PC would only be enjoying the benefits of the heavy fort., NOT any of the advantages of a +5 bonus to his A.C.

Thus, if I play by the "guidelines" that apparently everybody else here does (:p ), it doesn't seem "fair" to price the item much above what would be assumed for +1 armor plus the heavy fort., less the +1 bonus (as smurf suggests above).

The remainder of the powers should be priced at doubled their list prices (per commensurate items) as additions to the "base" heavy fort.
If you allow an item of heavy fort for any less than 75k you're opening the door to let someone with a suit of +5 armor get around the way magic armor prices scale.

At your costs you can make a ring of heavy fort for 35K, and an unsloted ioun stone or earing for 70k: a respective a respective 40k and 5k discount for the guy with +5 armor already. They can also get away with up to +15 in 'armor' type bonuses and still use a two handed weapon, rather than needing a shield . . .
 

Could someone sum up once again how often you would have to roll for special abilities of intelligent items?

Should be easy to calculate how often you gotta try to craft such a ring... and finally you sit in your laboratory with a huge heap of intelligent (perhaps speaking) rings...

Now we know where all those magic items come from our heros always find :D

One question: Why SR15? Who needs SR15 at that level? Or is someone scared of level 1 kobold sorcerers? You should be, but that doesn't really matter here :D
 

Darklone said:
Could someone sum up once again how often you would have to roll for special abilities of intelligent items?

Don't have the book in front of me, but isn't it something like 5% weapons, 1% miscellaneous items? Whatever the exact numbers are, they're pathetically low, so if you're in a campaign where items become intelligent randomly, don't count on it happening any time soon.

(Although, we ran into a fun situation where one guy had intelligent boots.)

Anyway, to the original topic: no matter what price you come up with, these clearly are Epic-level items. Not that you should multiply by 10 automatically, but they should at least be out of reach of a sub-20 caster.
 

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