belt of might? +1 or +2 to all scores

Deset Gled said:
I can tell you that disregarding affinities and allowing custom slotted items makes a HUGE difference in the game.

True, it makes the game better. Just because the most common version of an item was placed poorly does not mean that certain builds should be punished for it. In one of your examples you use a sorcerer, who certainly does not need more nerfing, which shows just another place where they take a potential hit.

Deset Gled said:
So, if we price a single item that gives +6 to three abilities using the standard pricing rules, we get

A price that is out of line for the benefit that you get from it. You are literally better off getting a single slotted item in whichever slot works by the base rules and then getting two completely unslotted, seperate items for the rest of the benefits. More items means it is harder to lose them through accident or someone who is able to destroy items plus as each is cheaper than the total they would be found more commonly than the all in one package item.

I think that is sufficient to show that using the guideline that you mention is out of line and the price should be changed. Those charts will not always give a price which is representative of the benefits after all.
 

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Ridley's Cohort said:
Fair enough.

But it is very easy to throw stones at a price. If 200k is too low, what is correct?
For me, the cost according to the creation rules in the DMG; for a +6 bonus:
(36,000gp x 6) + (18,000gp x 5) = 216,000 + 90,000 = 306,000gp (& an epic item to boot).

Add slot affinity costs as well (another 18,000gp x 4 = 72,000gp, I think), if your group uses them. However, I think the surcharge for combining abilities/items is balanced & should be used.
 

Deset Gled said:
Second, I don't think MAD characters are suffering that much. Sure, your Mystic Theurge may need both Wis and Int to cast well, but how is that any worse than your standard Monk or Paladin who needs multiple abilites? The only real classes that can get away with focusing on one or two stats are pure casters and tanks. Add to that the large number of feats and PrCs that have been added in every new splat book to cater to the needs of multiclassed characters (how many Gish PrCs are there in WotC products now?), and I just don't see this item as being necessary.

The bottom line is that the Monk and Paladin clasees outright suck rocks in some campaigns. It all depends on the stat generation details.

The Mystic Theurge and Arcance Trickster being no worse off is therefore not exactly a counterargument.

I do agree that creating a magic item as a band-aid for a class design issue is a poor idea. (I have no opinion regarding whether that is the case here.)
 

Kae'Yoss said:
Even if I were inclined to give them a discount, I'd let them pay for at least 4 full stats at the very least. That would make it 252,000 gp They still get it all in one go, and get the other two ability scores thrown in. (I could live with that, but I wouldn't really like it)

Item pricing being as much an art as a science, I would not disagree with your price. Close enough.

I just do not think the belt is wildly wrong at 200k.

300k would be too high IMHO.
 

I personal like the feel of slot affinities, but it usually does not make sense to add them on top of the multiple item charge. Otherwise wizards would just make slotless "Pearls" of stat boosting.
 

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