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Bonus Types: Circumstance vs Competence

Grundle

First Post
I'm wondering how one determines what kind of bonus to assign to a newly created magical item.

Consider using Craft Wonderous Item to create a skill enhancing item. For instance, Spectacles of Spellcraft which give a +10 bonus to spellcraft skill checks when worn. What kind of bonus would this be?

I've noticed that some skill enhancing magical items like boots of elvenkind, or a cloak of elvenkind provide a circumstance bonus. Others like the hammer of weaponsmithing provide a competence bonus.

It seems to me that if all skill enhancement items don't give the same kind of bonus, your prototypical munchkin crafter could make multiple skill enhancing magical items that provide different kinds of bonuses to the same skill and thereby pay much less than it would cost to create a single item. Is this offset by having to use multiple item slots?
 

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Grundle said:
It seems to me that if all skill enhancement items don't give the same kind of bonus, your prototypical munchkin crafter could make multiple skill enhancing magical items that provide different kinds of bonuses to the same skill and thereby pay much less than it would cost to create a single item. Is this offset by having to use multiple item slots?

Huh? How do you figure? What does the type of bonus have to do with anything? Any time you put multiple similar powers on a single item, the price always skyrocket's. It's a built in balance rule.
 

The munchkin should not be allowed to make arbitrary magic items by the DM. By default, only the items detailed in the core rules are available for creation by players -- the DM must proactively change the campaign rules to allow anything else.

If you're the DM (or authorized by the DM) making an item in this case, it's pretty clear that "boots/cloak of elvenkind", or "shadow armor" give a kind of camoflauge ability, helping without the PC becoming more knowingly skillful -- hence "circumstance" instead of "competence". Use that as a guide, perhaps. You should certainly not allow multiple new items of the exact same effect with different bonus types without a spectacular explanation for the existence of each.
 
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Re: Re: Bonus Types: Circumstance vs Competence

kreynolds said:


Huh? How do you figure? What does the type of bonus have to do with anything? Any time you put multiple similar powers on a single item, the price always skyrocket's. It's a built in balance rule.

I think what he is saying is that he could have a cloak that give a +10 Circumstance to jump and boots that give a +10 Competence bonus to jump.

These items would stack and cost a total of 4000gp (if I remember correctly). Instead of boots that give a +20 Circumstance bonus which would cost 8000gp.
 

I think what he is saying is that he could have a cloak that give a +10 Circumstance to jump and boots that give a +10 Competence bonus to jump.

These items would stack and cost a total of 4000gp (if I remember correctly). Instead of boots that give a +20 Circumstance bonus which would cost 8000gp.

Yeah. That's it!
 



Different named bonus types all stack, but usually a named bonus does not stack with another bonus of the same name (except for enhancement bonuses to armor and shields, enhancement bonuses to ranged weapons and their ammunition, dodge bonuses, synergy bonuses, and some circumstance bonuses).

A true munchkin will find a way to get all bonuses that stack and THEN find a way to have multiple circumstance bonuses coming from different situations so those further stack :)
 

While it is legal to have two different bonuses, the DM should be looking long and hard at HOW those two items were created. Same method should yield the same results - I don't know how you'd get both a circumstance and a compentence bonus using the same creation method.
 

dcollins said:
The munchkin should not be allowed to make arbitrary magic items by the DM. By default, only the items detailed in the core rules are available for creation by players -- the DM must proactively change the campaign rules to allow anything else.

If you're the DM (or authorized by the DM) making an item in this case, it's pretty clear that "boots/cloak of elvenkind", or "shadow armor" give a kind of camoflauge ability, helping without the PC becoming more knowingly skillful -- hence "circumstance" instead of "competence". Use that as a guide, perhaps. You should certainly not allow multiple new items of the exact same effect with different bonus types without a spectacular explanation for the existence of each.

Short-sightedness at its best. ;) You're no fun. Oh well.
 
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