Hypersmurf said:
Ahem.
Well, I don't allow Tumble with Charge either, because a Charge, in my opinion, is not "normal movement" - ie, not a move or double move action.
-Hyp.
Darklone said:Can someone tell me how you can have 60000XPs to pay for such items without going down a level (what's not allowed)?
loki1loki1 said:Hmmm...where do you get this number? According to my research, heavy fortification is a +5 value to armor, which equates to a +25,000 GP valuation. As the heavy fort. will be the "base" power of the torque, the 25K should be considered to be the "base" price of the item. I am not aware of this "doubling for being non-armor" rule you reference.
You are WAY off base here. Ring of Counterspells is 4,000 GP. If one were to triple the uses, so-to-speak, that would end up being:
Like I said, either validate your assertions (your contentions regarding the RoCS have already been proven fallatious), or reassess your "research".
You are all sorts of wrong here. Check the DMG for Intelligent item powers. The base price for such an item as I describe in the ring is 90,000 GP. That price subsumes ALL of the powers delineated. Where you get your wild assertions I have no idea, but they were entertaining to read.
Quite an insightful close to your misinformed post.![]()
BTW, I am that "munchkin" player that the original poster refers to. How about everybody do me a favor and at least try and figure out the definitions to words before they attempt to employ such in their posts.
A munchkin is somebody that breaks the rules, usually with wanton abandon.
Me, I'm a min/maxer![]()
Saeviomagy said:As to kreynolds ridiculous price for the initial item - sorry, the x10 is... nonsensical.
Especially since the caster could simply start with a base item, and add powers as he goes. At what point does one power suddenly cost x10? If you're really going to do that, why don't I just go and make half-a-dozen slotless items?
hoyerhan said: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...
Shard O'Glase said:
IIRC the XP cost is figured out before the epic x10 GP cost is factored in. i suspect the time to create is as well.
My apologies to kreynolds thenPax said:
Actually, that was me, not kreynolds.
With very little in the way of justification. As I said, instead of making a ring worth 200,000, I'd make 9 slotless items (gems) worth 20,000 each, and then a ring for 20,000, which just so happens to have mounts for the 9 gems. And if you're going to go nuts over that, then I embed them in my own flesh or eat them or any one of a million other things which have basically the same result as making that ring in the first place. Long story short, having a 200,000 threshold for items which can be broken up into smaller components is just ridiculous. Having a 200,000 threshold for a single enchantment would make far more sense.
So once your item costs 200,001gp or more, the DM can at any time when new abilities are beign added, declare it an Epic magic item, and figure the end price (after the adding of that power) at the full, 10x for everything level. Which means, yes, your price suddenly jumps by a LOT.
Except for the fact that doing so makes everyones bookkeeping that much easier than having to have ten times as many items on your inventory list...
Oh well; that's what you deal with, if you keep piling more and more magic into a single item. *shrug*
That's a little bit different. In this case, it's the ability for a sword to have a +6 bonus which is causing the x10 multiplyer, not merely it's price. It's perfectly possible to have an item with an effective +10 in enchantments without triggering the x10 multiplyer, as long as it's enhancement bonus is only +5.
Consider, for example, a Longsword. A +5 Longsword costs (5x5x2000, plus MW sword) 50,315gp. Take the same sword, and improve it to a +6 Longsword. By the DMG pricing (assuming a +6 sword was even possible), it shoudl cost (6x6x2000, plus MW sword) 72,315. Now, go look up a +6 sword in the ELH. What would it cost? (6x6x2000x10, plus MW sword) 720,315. ELH page 130, Table 4-9 lists exactly that -- a jump from +50,000gp (for a +5 weapon), to +720,000gp (for a +6 weapon).
Once something is an Epic item, it costs 10x as much as the regular DMG or T&B tables would have estimated -- speaking strictly "by the book".
Saeviomagy said:With very little in the way of justification.
As I said, instead of making a ring worth 200,000, I'd make 9 slotless items (gems) worth 20,000 each, and then a ring for 20,000, which just so happens to have mounts for the 9 gems.
And if you're going to go nuts over that, then I embed them in my own flesh or eat them or any one of a million other things which have basically the same result as making that ring in the first place. Long story short, having a 200,000 threshold for items which can be broken up into smaller components is just ridiculous. Having a 200,000 threshold for a single enchantment would make far more sense.
Except for the fact that doing so makes everyones bookkeeping that much easier than having to have ten times as many items on your inventory list...
That's a little bit different. In this case, it's the ability for a sword to have a +6 bonus which is causing the x10 multiplyer, not merely it's price. It's perfectly possible to have an item with an effective +10 in enchantments without triggering the x10 multiplyer, as long as it's enhancement bonus is only +5.