Convince me that adding an additional ability should only cost 50% more

FireLance

Legend
Ignoring body slot affinities for the moment, adding an additional ability to a slotted item costs 50% more than making another item with that ability. Hence, a +1 ring of deflection costs 2,000 gp, and a +1 cloak of resistance costs 1,000 gp, but a +1 ring of deflection and resistance would cost 3,500 gp (2,000 gp + 150% of 1,000 gp).

For a long time, this seemed to me to under-price multi-ability items, since it effectively worked like an extra unslotted item, and unslotted items cost twice the price. An +1 ioun stone of resistance would cost 2,000 gp, for example.

However, I have recently come to recognize that a single multi-function item has some disadvantages compared to a slotted item and another unslotted item, namely:

1. A single multi-function item is more vulnerable to theft, destruction and deactivation by spells such as dispel magic.

2. A single multi-function item can only be used by one character at a time, whereas two items can be used by two different party members.

However, these seem to me to be minor disadvantages, given my group's favored playstyle of seldom, if ever, threatening the PCs' gear, and allowing players complete flexibility in tailoring their characters' individual equipment.

Under these circumstances, should I increase the markup for multi-function items, or are there other disadvantages I am overlooking?
 

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It also encourages creative multi-function items with a theme, rather than a golf bag of unslotted items, which I think is a good thing overall. Don't forget item slot affinities, either--you have to be careful what abilities you combine or you'll pay more than for the unslotted item in the end.
 

FireLance said:
Ignoring body slot affinities for the moment, adding an additional ability to a slotted item costs 50% more than making another item with that ability. Hence, a +1 ring of deflection costs 2,000 gp, and a +1 cloak of resistance costs 1,000 gp, but a +1 ring of deflection and resistance would cost 3,500 gp (2,000 gp + 150% of 1,000 gp).
May I suggest if you ignore ignore body slot affinities, you should increase Multiple Effect and Slotless cost modifiers?

Also, remember most of the times magic items are used "until something better comes along". A lot of times this means an item with multiple functions will be half redundant eventually. That ring you suggets for example will be grown out of fairly quickly.

If you don't attack PC's magical gear, Magicking up an Item should carry a surcharge as if enhancing it to be indestructable {or close to]. 3000 gp is the cost listed to abjure up to a 10'x10' wall section {double hardness, +20 break DC, double HP (minimum 50)]
 
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Rystil Arden said:
It also encourages creative multi-function items with a theme, rather than a golf bag of unslotted items, which I think is a good thing overall. Don't forget item slot affinities, either--you have to be careful what abilities you combine or you'll pay more than for the unslotted item in the end.

Absolutely on-target. :)

Consider, also, that if you increase the secondary power charge relative to the base price of the item, all you're really doing is increasing the attractiveness of unslotted items.

A +1 ring of deflection and resistance is a viable choice when I'm getting the resistance portion for 3/4 of the cost of a +1 pearl of resistance. Not so much if it's only a 10% discount.

Additionally, as a drawback that the OP didn't mention, let's consider the case where someone comes across a new ring they need to wear for a particular adventure (say, Fire Resistance in a volcano-themed adventure). The person with the combo ring must give up both of his AC bonuses in order to benefit from the new ring; the person with the single ring and the pearl loses, comparitively, much less.
 

OK, but now let us pay attention to body-slot affinities in your example. Your ring is not 3,500gp; it is 4,250gp. And the loss of an open ring slot.

[I have lately been mulling over a flat 10% surcharge on any custom items that do not appear in the DMG. That would make this ring 4,675gp. But this is just a house rule under consideration.]
 

Patryn of Elvenshae said:
Absolutely on-target. :)

Consider, also, that if you increase the secondary power charge relative to the base price of the item, all you're really doing is increasing the attractiveness of unslotted items.

A +1 ring of deflection and resistance is a viable choice when I'm getting the resistance portion for 3/4 of the cost of a +1 pearl of resistance. Not so much if it's only a 10% discount.

Additionally, as a drawback that the OP didn't mention, let's consider the case where someone comes across a new ring they need to wear for a particular adventure (say, Fire Resistance in a volcano-themed adventure). The person with the combo ring must give up both of his AC bonuses in order to benefit from the new ring; the person with the single ring and the pearl loses, comparitively, much less.
That's also a good point. If the Wizard makes herself a Robe of +6 to all stats, she's not going to be happy to have to remove that when the party finds a Robe of the Archmagi coloured correctly for her. If her Robe was just Con +6 and everything else was slotless, she could probably either deal with the lost Con, trade with someone else in the group who has a Belt or Amulet of Con +6 and an empty Robe slot (so the Monk, I guess), or sell and repurchase for a much smaller loss (if you can afford 36,000 + 72,000*5, you can probably afford to sell and repurchase a 36,000 item)
 

Bad Paper said:
OK, but now let us pay attention to body-slot affinities in your example. Your ring is not 3,500gp; it is 4,250gp. And the loss of an open ring slot.

[I have lately been mulling over a flat 10% surcharge on any custom items that do not appear in the DMG. That would make this ring 4,675gp. But this is just a house rule under consideration.]
Actually, rings aren't on the list of affinities. Personally, Forge Ring sucks enough as it is compared to Craft Wondrous Item and is higher levels, so I feel there's no need to try to limit Ring affinities--Robes already have a wildcard affinity, after all.
 

frankthedm said:
May I suggest if you ignore ignore body slot affinities, you should increase Multiple Effect and Slotless cost modifiers?

Also, remember most of the times magic items are used "until something better comes along". A lot of times this means an item with multiple functions will be half redundant eventually. That ring you suggets for example will be grown out of fairly quickly.

If you don't attack PC's magical gear, Magicking up an Item should carry a surcharge as if enhancing it to be indestructable {or close to]. 3000 gp is the cost listed to abjure up to a 10'x10' wall section {double hardness, +20 break DC, double HP (minimum 50)]

What, no graph to demonstrate what you are talking about? ;)
 

Rystil Arden said:
Actually, rings aren't on the list of affinities. Personally, Forge Ring sucks enough as it is compared to Craft Wondrous Item and is higher levels, so I feel there's no need to try to limit Ring affinities--Robes already have a wildcard affinity, after all.

Agreed, rings don't have affinities, they can hold anything; body affinities are a property of wondrous items, not rings.
 

There are twelve item slots. How many of us actually have characters with all twelve slots filled? I know I don't.

If there are still slots free, then items that avoid taking a slot aren't that great. (All this is ignoring affinities, of course.)
 

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