Artificer's Handbook - anyone got it?

BardStephenFox said:
One of the big areas that annoys me about the core item creation rules is the apparent inability to create an item that works less than 1/day.
The formula is in the DMG: full time use divided by (5 divided by # use / day).

Plug in 1/7 for uses / day and you get full time use / 35 for a weekly item.
Plug 1/30 in and get full time use / 150 for a monthly item.
 

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jmucchiello,
I have extrapolated it out that way and it comes out way too cheap - IMHO.

Look at an orb that does Storm of Vengeance 1/month

You end up with a Base cost of 1836. Heck, make 4 and you are at 7344 and you spent 8 days to do it. Now you have a 9th level spell available 1/week, or 4 times in a day with 4 items.

Translate that across all 9th level spells that do not have expensive material components. Four Mass Heals? Four Meteor Swarms?

Forget creating a staff. Even if you double the cost of each item, it is cheaper to make multiple items that can be used 1/month.

*sigh* Another instance where you don't have a quantifiable formula. You just guess, then playtest and revise.

jasamcarl,
I understand what you are saying, but with DnD 3, one of the great advancements was a quantifiable system for characters to create their own items.

How would you price out a piece of moonstone that lets you use the Dream spell 1/month? A longsword that offers elemental protection and can do a reincarnate 1/year? A rune covered piece of meteoritic stone that has been enchanted to allow the owner to use Meteor Storm 1/month?
 

Mystic Eye said:


Wow, I have to assume that you have not actually read The Artificer's Handbook and toyed with, not only the magic item creation system but all the other really awesome stuff in this very complete book like the massive components section, Item quirks and item history charts, Peacemeal and socketed items. There is a great deal in this book and I would say the author did not "guise" anything but spent a tremendous amount of time making a solid and, yes, quantifiable system.

I was harsh and I apologize to everyone involved, especially die kluge. I did think, though, that his estimation of the original system was itself overly harsh.

....I was going to elaborate on my earlier statement. But suffice it to say, point systems offer a good starting point, but its impossible to model everything that goes into inplay balance in anything like a simple system. That is why playtesting is neccessary and why the DMG prices (thankfully) don't fully conform to the guidlines layed out there. Calling them 'Guidlines' as oppossed to rules would be more appropriate...anywho...
 

BardStephenFox said:
jmucchiello,
I have extrapolated it out that way and it comes out way too cheap - IMHO.

Look at an orb that does Storm of Vengeance 1/month

You end up with a Base cost of 1836. Heck, make 4 and you are at 7344 and you spent 8 days to do it. Now you have a 9th level spell available 1/week, or 4 times in a day with 4 items.

Translate that across all 9th level spells that do not have expensive material components. Four Mass Heals? Four Meteor Swarms?

Forget creating a staff. Even if you double the cost of each item, it is cheaper to make multiple items that can be used 1/month.

*sigh* Another instance where you don't have a quantifiable formula. You just guess, then playtest and revise.

jasamcarl,
I understand what you are saying, but with DnD 3, one of the great advancements was a quantifiable system for characters to create their own items.

How would you price out a piece of moonstone that lets you use the Dream spell 1/month? A longsword that offers elemental protection and can do a reincarnate 1/year? A rune covered piece of meteoritic stone that has been enchanted to allow the owner to use Meteor Storm 1/month?

Don't get me wrong, i'm glad the guidlines are there, but the DMG calls them guidlines. If you prefer an entirely quanifiable system, I can accept that; simplicity is good. Just don't expect the a lot of things you create with it to be balanced, even in comparison to those prices in the DMG
 

MeepoTheMighty said:
I like the system a lot, but I'm not sure if I like the fact that most of the prices end up being lower than DMG prices. I suppose I could always add a scaling factor of my own in there.

Not quite...

In the back of our book, we list the DMG costs for items from the Wondrous Item category, and we break down how we created them with our system. These costs are from the 3.0 books.

Take the Chaos Diamond (please!).. oh sorry.

Anyway Chaos Diamond - 3.0 cost = 93,000gp. Our cost: 177,660gp.

Now, you might think "Good lord, your system is broken!" Not quite. Look at how WoTC revised the cost in 3.5 for the Chaos Diamond:

Chaos Diamond - 3.5 cost = 160,000gp.

So, they increased the cost of the item from 3.0 to 3.5 by 67,000gp. Their item now is closer to the cost by our calculation. Of course, in 3.0, we knew the item was vastly underpriced, it took WoTC a new revision to figure that out.
 


Severion said:
Probably a dumb question* but does it have an actual "Artificers class" (not prc)? it sounds like a decent system, and i am looking for a replacement for the mage class to pair with the Chaos mage (wich is replacing the sorc imc).

Not a dumb question at all. It has an Artificer PrC, which heavily makes use of the spell slot item creation system. If you don't use the spell slot item creation system, the PrC won't be of much use to you. There is also an Infuser PrC which is a sorcerer-based PrC.
 

Now, you might think "Good lord, your system is broken!" Not quite. Look at how WoTC revised the cost in 3.5 for the Chaos Diamond:

Chaos Diamond - 3.5 cost = 160,000gp.

So, they increased the cost of the item from 3.0 to 3.5 by 67,000gp. Their item now is closer to the cost by our calculation. Of course, in 3.0, we knew the item was vastly underpriced, it took WoTC a new revision to figure that out.

That's a pretty compelling point.

Okay, just out of curiosity, what is the cost in your system of one of the most famously underpriced 3.0e items: boots of striding and springing.

(Yeah, I have it at home, but lunch is 15 minutes away, and other folks here will probably want to know.)
 

ES2 said:
Can you give us some details on how the socketed items work? I can't get the book right now cuz my LGS doesn't carry it (I asked them about it three days ago and they gave me a blank stare...I knew it was time for me to leave).

ES2, socketed items are essentially magic items that have sockets in them. To make a socketed item, you have to place the socket in the base item, so there are rules which cover the craft DCs, and how many sockets can be placed into an item (largely based on the size of the item). It also increases the base cost of the masterwork item, but does not increase the cost to enchant it.

Then, you create a talisman, which is a small gem or runestone. There are rules that cover using Ioun stones as talismans. Each talisman can be placed in a socket. You can remove the talisman after you place it in a socket. "Both removing and placing a talisman into a socket is a full round action which provokes an attack of opportunity."

Talismans can provide effects like a weapon or armor special ability, like flaming burst, or ghost touch. By placing it in a weapon or armor, you grant the weapon or armor that ability. Take Ghost Touch, for example, you can place a Ghost Touch talisman into a sword and make it Ghost Touch, or you can remove it, and place it in armor, and make it Ghost Touch armor.

Making a magic talisman follows the same rules as making any magic item, though they do incur some slight additional costs.

Is there a specific question I can answer?
 

jasamcarl said:
I was harsh and I apologize to everyone involved, especially die kluge. I did think, though, that his estimation of the original system was itself overly harsh.

....I was going to elaborate on my earlier statement. But suffice it to say, point systems offer a good starting point, but its impossible to model everything that goes into inplay balance in anything like a simple system. That is why playtesting is neccessary and why the DMG prices (thankfully) don't fully conform to the guidlines layed out there. Calling them 'Guidlines' as oppossed to rules would be more appropriate...anywho...

Our system isn't perfect. Take this item for example:

"Jaron’s Everfull Sack of Roses – Jaron Evermere, a famous Elven Bard and ladies’ man of some repute, was known for always having a rose ready for his favored lady of the moment. Jaron
would kiss her hand, and then from his coat pocket produce a single red rose of the finest quality. Speculation abounded as to where Jaron acquired these charming tokens, which he reliably produced even out of season. It wasn’t until after a jealous boyfriend slew the charismatic rogue that Jaron’s true secret was
learned. Jaron possessed a magical sack from which he could pull a fresh, vibrant rose. He never ran out of roses… just luck. The sack produces one long-stemmed, thornless rose up to a rate of 1 per hour. The roses remain fresh for seven days. Rose color and variety determined by the wielder of the sack.

SS: Five 4th level spell slots (+11 slots unlimited-use 1 hour/level spell (minor creation), -2 slots per time-frame limitation, -8 slots extremely low utility, +4 two levels of increased duration);
Market Price: 5,000gp, Creation Cost: 2,500gp.

Now, an item like this, that is unlimited-use (well, hourly) of a 4th level spell might ordinarily be extremely expensive, and rightfully so if the 4th level spell is Stoneskin. But the only thing this item does it creates a rose. We had to arbitrarily apply a -8 slot cost for "extremely low utility". So, because a spell to create a rose is the same level as stoneskin, the logic doesn't always work out right in terms of game balance. So, there still has to be some subjectivity involved. But most players don't *want* to create bags that create roses, anyway. This is obviously just a role-playing, flavor magic item. Most players *want* the items that grant them stoneskin. And the rules are in place to do that without any arbitration.

Make no mistake, however. I *do* hate the DMG magic item creation system, and on top of that, I *really* hate having to spend XP costs for item creation. In fact, some of that showed up in my writing, and the editor had to tone it down. One of the playtesters commented "man, this guy really hates the DMG's item creation system, doesn't he?" :)

Not all of us have time to playtest the costs of magic items out, and find out after it is far too late that the item our player deviously crafted was far too powerful than what he spent for it. Save yourself that headache.
 

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