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General Tabletop Discussion
*Pathfinder & Starfinder
Core, and Epic magic items
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<blockquote data-quote="Majoru Oakheart" data-source="post: 2352723" data-attributes="member: 5143"><p>That's not true. SOME magic items in the Complete books are priced using this formula, but not all of them. They are good guidelines to start with.</p><p></p><p>Monte Cook wrote them, and I know on his message boards, he's said more than once that he didn't even really want to include them in the DMG, because he knew there was no way to use a formula to price magic items. Each magic item had to be created individually and priced purely based on what looked right and then playtested to make sure it wasn't too powerful. Nearly everytime someone asks him a question about the item creation rules he refers people to the section at the end that says that the last step is to check the price against existing magic items and adjust the price accordingly and if the item sounds too powerful, not to allow it at all. He pretty much says this is THE most important step and that more often than not, the price that the formula comes out with will not be appropriate.</p><p></p><p>He's also the first to admit that the chart itself is an optional rule.</p><p></p><p>As for the original question. You are right, the rules for what makes an item epic and pretty much only in the Epic Handbook. They are fairly good restrictions though, as skill items that are too high imbalance low level games, same thing with too high bonuses in any other category or an item that gives too many bonuses for any one slot.</p><p></p><p>This is why, in my game, I generally tell people no immediately if they ask to make a new magic item. They are too hard to balance, and things that SEEM balanced can turn out really powerful in situations you didn't consider.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2352723, member: 5143"] That's not true. SOME magic items in the Complete books are priced using this formula, but not all of them. They are good guidelines to start with. Monte Cook wrote them, and I know on his message boards, he's said more than once that he didn't even really want to include them in the DMG, because he knew there was no way to use a formula to price magic items. Each magic item had to be created individually and priced purely based on what looked right and then playtested to make sure it wasn't too powerful. Nearly everytime someone asks him a question about the item creation rules he refers people to the section at the end that says that the last step is to check the price against existing magic items and adjust the price accordingly and if the item sounds too powerful, not to allow it at all. He pretty much says this is THE most important step and that more often than not, the price that the formula comes out with will not be appropriate. He's also the first to admit that the chart itself is an optional rule. As for the original question. You are right, the rules for what makes an item epic and pretty much only in the Epic Handbook. They are fairly good restrictions though, as skill items that are too high imbalance low level games, same thing with too high bonuses in any other category or an item that gives too many bonuses for any one slot. This is why, in my game, I generally tell people no immediately if they ask to make a new magic item. They are too hard to balance, and things that SEEM balanced can turn out really powerful in situations you didn't consider. [/QUOTE]
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Core, and Epic magic items
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