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<blockquote data-quote="cjosephs1s" data-source="post: 5713552" data-attributes="member: 6683450"><p>"Use Magic Device, for instance, I would generally make more expensive to increase than other skills just because the skill is so useful. "</p><p> </p><p>Don't base skill price on subjective things (such as usefulness as this can be argued by every DM and player till both sides just decide to walk away from the table)otherwise its hard for players to believe without just telling them "because I'm the DM and I say so" and players don't like to hear very often either. Also certain classes will find some skills very useful and other classes will find them worthless (concentration to a fighter is worthless). Also no other magic item is based on subjective pricing such as "usefulness" its based off of a formula. The +6 Belt of Str is the same price as a +6 Headband of Int not because they offer the same usefulness but because they are based on the same formula to create them. </p><p> </p><p>The usefulness of a skill is highly subjective and will vary from DM to DM, from player to player, and from game session to game session with each of those. Over half the skills on the sheet we've never had to make a check for in the last 5 years. You're DM may use almost all of them. </p><p> </p><p>And usually if you combine all the information about the guidelines of how to make magic items, and look at what was created with those guidelines formulas are very easy to come up to create and price just about any magic item correctly. At one time our group had creation of 95%+ of all magic items down to a science with hard formulas that when applied to just about any item in the MIC or DMG were maybe only a few gp off. And thus could create any item from scratch that our DM would allow. I've been slowly working to rebuild this list.</p></blockquote><p></p>
[QUOTE="cjosephs1s, post: 5713552, member: 6683450"] "Use Magic Device, for instance, I would generally make more expensive to increase than other skills just because the skill is so useful. " Don't base skill price on subjective things (such as usefulness as this can be argued by every DM and player till both sides just decide to walk away from the table)otherwise its hard for players to believe without just telling them "because I'm the DM and I say so" and players don't like to hear very often either. Also certain classes will find some skills very useful and other classes will find them worthless (concentration to a fighter is worthless). Also no other magic item is based on subjective pricing such as "usefulness" its based off of a formula. The +6 Belt of Str is the same price as a +6 Headband of Int not because they offer the same usefulness but because they are based on the same formula to create them. The usefulness of a skill is highly subjective and will vary from DM to DM, from player to player, and from game session to game session with each of those. Over half the skills on the sheet we've never had to make a check for in the last 5 years. You're DM may use almost all of them. And usually if you combine all the information about the guidelines of how to make magic items, and look at what was created with those guidelines formulas are very easy to come up to create and price just about any magic item correctly. At one time our group had creation of 95%+ of all magic items down to a science with hard formulas that when applied to just about any item in the MIC or DMG were maybe only a few gp off. And thus could create any item from scratch that our DM would allow. I've been slowly working to rebuild this list. [/QUOTE]
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