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Campaign Conundrum 2 - Magic Stuff Making
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<blockquote data-quote="Veril" data-source="post: 2400051" data-attributes="member: 33452"><p>You cannot use your horse ina dungeon or in a great number of settings, the utility of +30' on a horse is way way less than the utility of +30' on a character. To get the best benefit of a horse a character would have to spend skill points on ride and feats on mounter combar, ride-by etc. </p><p> </p><p>Secondly a horse is much faster than a human anyway and the horseshoes are a appropriate increase in it's speed, in line with the +10' for a human. </p><p> </p><p>I consider the horseshoes to have been reduced in price by at least 100% personally due to the skill and feat requirements necessary to obtain the benefit out of them, plus the fact that the player isn't using them in general 'dungeon' encounters. </p><p> </p><p> </p><p>As for the cost of Boots of Ex Retreat: The minimum cost is given by the DMG, p285. </p><p>spell level * class level * 2000gp for a continous effect. </p><p>There is also an additional *2 as the effect is based on a spell that has a duration of 1 min per level. </p><p>1 * 1 * 2000 * 2 = 4000gp. </p><p>The <strong>minimum</strong> cost from the DMG to create boots of permenant Expeditious Retreat is therefore 4,000gp. Note, this is the MARKET price, the cost to create the item to your player's character this is 1/2 of this. </p><p> </p><p>In his proposal to you the player already admitted that these were of great utility, and offered to pay a +50% premium (i.e. he offered 3000 instead of 2000). It's clear that these boots are <strong>much</strong> more useful than boots that give +5 to jump and +10' to running. Lets face it, the jumping doesn't come into operation very often, but the running is used almost every round. In all honesty +50% is not enough, add on +100%. Make then cost 8,000. You are perfectly at liberty to do that, it's a non standard magic item, and every time a player want's a non-standard item it's because he want's more power. At 8K, I still consider these to be a steal. </p><p> </p><p>Ask him why he wouldn't be satisfied with making Boots Spring/Stride instead? </p><p> </p><p>The tables can produce some amazing absurdities if you follow them slavishly. </p><p>A set of gloves with cure light wounds 1/round, use activated (no charges, just touch someone with them to deliver a cure light wounds) is 1*1*2000gp = 2000gp. +50% for body slot afinnity mismatch = 3000gp. </p><p>A set of gloves that can do CLW once a round by simply touching someone should cost at least 10 times the cost the tables in the DMG produce based on the utility of such an item. </p><p> </p><p>You can always explain that you are unhappy with the power of the item and that you would much rather prefer to use standard items from the DMG. You DON'T have to allow any non-standard item you don't like in your campaign.</p></blockquote><p></p>
[QUOTE="Veril, post: 2400051, member: 33452"] You cannot use your horse ina dungeon or in a great number of settings, the utility of +30' on a horse is way way less than the utility of +30' on a character. To get the best benefit of a horse a character would have to spend skill points on ride and feats on mounter combar, ride-by etc. Secondly a horse is much faster than a human anyway and the horseshoes are a appropriate increase in it's speed, in line with the +10' for a human. I consider the horseshoes to have been reduced in price by at least 100% personally due to the skill and feat requirements necessary to obtain the benefit out of them, plus the fact that the player isn't using them in general 'dungeon' encounters. As for the cost of Boots of Ex Retreat: The minimum cost is given by the DMG, p285. spell level * class level * 2000gp for a continous effect. There is also an additional *2 as the effect is based on a spell that has a duration of 1 min per level. 1 * 1 * 2000 * 2 = 4000gp. The [b]minimum[/b] cost from the DMG to create boots of permenant Expeditious Retreat is therefore 4,000gp. Note, this is the MARKET price, the cost to create the item to your player's character this is 1/2 of this. In his proposal to you the player already admitted that these were of great utility, and offered to pay a +50% premium (i.e. he offered 3000 instead of 2000). It's clear that these boots are [b]much[/b] more useful than boots that give +5 to jump and +10' to running. Lets face it, the jumping doesn't come into operation very often, but the running is used almost every round. In all honesty +50% is not enough, add on +100%. Make then cost 8,000. You are perfectly at liberty to do that, it's a non standard magic item, and every time a player want's a non-standard item it's because he want's more power. At 8K, I still consider these to be a steal. Ask him why he wouldn't be satisfied with making Boots Spring/Stride instead? The tables can produce some amazing absurdities if you follow them slavishly. A set of gloves with cure light wounds 1/round, use activated (no charges, just touch someone with them to deliver a cure light wounds) is 1*1*2000gp = 2000gp. +50% for body slot afinnity mismatch = 3000gp. A set of gloves that can do CLW once a round by simply touching someone should cost at least 10 times the cost the tables in the DMG produce based on the utility of such an item. You can always explain that you are unhappy with the power of the item and that you would much rather prefer to use standard items from the DMG. You DON'T have to allow any non-standard item you don't like in your campaign. [/QUOTE]
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