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General Tabletop Discussion
*Pathfinder & Starfinder
Challenge Rating Replaced With...What?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 3771223" data-attributes="member: 5143"><p>*off topic*</p><p>This doesn't say they are removing item pricing. There will still be items with prices in the game, they just won't tell you how to make new ones without comparing to the existing ones.</p><p></p><p>And, to be realistic, using the item creation table in the DMG was ALWAYS a bad idea(or at least 90% of the time). I remember for the first year or two of 3e being out, I had to read endless threads about "Why is it that I can make an item that lets me cure light wounds at will for less than a wand of cure light wounds?" and "How come I can make an item that gives me displacement always on for WAY less than a cloak of displacement?" or "One of my players created a belt that gives him Heal always on for 5,000 gp and bought it at 5th level and now he heals 110 damage per round forever. Help, what can I do?"</p><p></p><p>The problem is that a chart like this can only really be made to handle relatively "normal" and basic situations. An item that gives +6 to strength can be made fairly easily. One that casts a specific spell whenever you are hit...not so much. Casting grease under your own feet every time you get hit by an enemy is a lot different in power to one that casts magic missile at an enemy every time you are hit. No chart can figure this out, however.</p><p></p><p>However, all the normal and basic magic items are already in the game. So, the only time you ever used the chart was when you were making up something weird. And the prices were always wrong.</p><p></p><p>Better to just give a rule like "Make up a number based on items already in the game" than give a chart that is almost always wrong.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3771223, member: 5143"] *off topic* This doesn't say they are removing item pricing. There will still be items with prices in the game, they just won't tell you how to make new ones without comparing to the existing ones. And, to be realistic, using the item creation table in the DMG was ALWAYS a bad idea(or at least 90% of the time). I remember for the first year or two of 3e being out, I had to read endless threads about "Why is it that I can make an item that lets me cure light wounds at will for less than a wand of cure light wounds?" and "How come I can make an item that gives me displacement always on for WAY less than a cloak of displacement?" or "One of my players created a belt that gives him Heal always on for 5,000 gp and bought it at 5th level and now he heals 110 damage per round forever. Help, what can I do?" The problem is that a chart like this can only really be made to handle relatively "normal" and basic situations. An item that gives +6 to strength can be made fairly easily. One that casts a specific spell whenever you are hit...not so much. Casting grease under your own feet every time you get hit by an enemy is a lot different in power to one that casts magic missile at an enemy every time you are hit. No chart can figure this out, however. However, all the normal and basic magic items are already in the game. So, the only time you ever used the chart was when you were making up something weird. And the prices were always wrong. Better to just give a rule like "Make up a number based on items already in the game" than give a chart that is almost always wrong. [/QUOTE]
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