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Cost of magic items you create (SOLVED!!)
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<blockquote data-quote="kreynolds" data-source="post: 209953" data-attributes="member: 2829"><p><strong>Etymology</strong></p><p></p><p></p><p></p><p>Funny. That's what I posted about it. Glad to see you changed your mind. Although, I do recall you stating that this table had absolutely nothing to do with maintaing wealth and gear limits when it comes to anything that is not "found", which you continue to argue below.</p><p></p><p></p><p></p><p>Might be a good house rule, but a house rule none the less. If you don't at least attempt to maintain a roughly equal amount of wealth between two different characters, no matter what their class, one will inevitably be far weaker or stronger than the other in terms of overall power.</p><p></p><p></p><p></p><p>Yep. I've read your earlier posts in the other thread in House Rules. You essentially stated that there is no limit to the amount of wealth an item creator can have if he makes his own items, such as 5,000,000gp for a 20th level item creator. That seemed odd to me than and it seems odd to me now.</p><p></p><p></p><p></p><p>You previously posted repeatedly that you did not feel that spellcasters should be limited to what or how much they can create, thus increasing their wealth, in any way, shape, or form, so no, I didn't think you were suggesting that DMs follow guidelines for them.</p><p></p><p></p><p></p><p>What does verisiimilitude have to do with it? Are you referring to quality?</p><p></p><p></p><p></p><p>Again, I ask. What does verisimilitude have to do with any of this?</p><p></p><p></p><p></p><p>Maybe. But characters are still limited to a certain amount of wealth, as shown in Table 5-1, so it's not a problem at all.</p><p></p><p>Naturally, wealth that is inaccessible to a character, such as across the continent with no way of quickly retrieving it, probably shouldn't count against them. It's one of those tricky things. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>This conclusion has already been reached, so this is nothing new. However, you might one day indeed need to limit how much you "hand out" if your characters attain too much accessible wealth.</p><p></p><p></p><p></p><p>There's that etymology thing again. I'm not sure what you're trying to get at with that.</p><p></p><p></p><p></p><p>Of course not. You would be much better off either balancing him out with the rest of the party, or balancing out the rest of the party with him, or balancing out the CRs and ELs with the whole party. But I'm careful with wealth, so this rarely ever happens in my games. You have many options besides the one you suggest, but I think you already know that.</p><p></p><p></p><p></p><p>Of course it is, which is why you shouldn't do it. Any good DM would refrain from such tactics, and I doubt many DMs on these boards have done it, hopefully.</p><p></p><p></p><p></p><p>Partially true. If you use this table for the sole purpose of handing out treasure, and not for keeping an eye on what the characters already have, then you're bound to end up with a party much more powerful than they should be, thus forcing you to take action to balance the game, possibly in the ways I mentioned above.</p><p></p><p></p><p></p><p>It makes a difference when you're dealing with charged items. A PC that makes a new charged magic item does not roll for a random amount of charges. Or was there something else you were pointing out here? (I apologize if I missed it)</p><p></p><p></p><p></p><p>There it is again.</p><p></p><p></p><p></p><p>Yup. I finally noticed that after seeing Sean's example of the two clerics. Took me a while, but at least it finally sunk in. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>That table is not restricted to treasure "found". It would be a house rule if it were. Remember, that table is based on average trease found (gear you find and/or the money you need to make or purchase an item) in an average encounter compared with the experience points earned (the XP you need to make items, and also the XP you need to increase your overall character wealth limit) in those encounters.</p><p></p><p></p><p></p><p>Fine. But it's rather unfortunate that it took you this long to formulate your opinion. Previously, you simply continued to compare NPCs to PCs, and they do not follow all of the same rules. (The 70% discount that NPCs receive for self created equipment is a prime example.</p><p></p><p></p><p></p><p>You mean like you, and some others on this board, have been doing this entire time? Come on.</p><p></p><p>Look, Weeble, I appreciate your input, seriously, I do. But there was no chance in Hades that I could be capable of swallowing your previous arguments. Parts of this one, yes, as they make a lot of sense. It's just too bad that you couldn't post it sooner.</p><p></p><p>I have no problem with defeat. If I did, I wouldn't be here. But I sure as heck won't give you too much credit, especially not when you suddenly "get it mostly right" after the fact, just as I won't give myself any credit whatsoever for being wrong in the first place.</p><p></p><p>I can't express how much I appreciate everyone's help on this, as nearly all of the help that many of you have given me will substantially improve this aspect of my games, now and in the future. Thanks a bunch everyone! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="kreynolds, post: 209953, member: 2829"] [b]Etymology[/b] Funny. That's what I posted about it. Glad to see you changed your mind. Although, I do recall you stating that this table had absolutely nothing to do with maintaing wealth and gear limits when it comes to anything that is not "found", which you continue to argue below. Might be a good house rule, but a house rule none the less. If you don't at least attempt to maintain a roughly equal amount of wealth between two different characters, no matter what their class, one will inevitably be far weaker or stronger than the other in terms of overall power. Yep. I've read your earlier posts in the other thread in House Rules. You essentially stated that there is no limit to the amount of wealth an item creator can have if he makes his own items, such as 5,000,000gp for a 20th level item creator. That seemed odd to me than and it seems odd to me now. You previously posted repeatedly that you did not feel that spellcasters should be limited to what or how much they can create, thus increasing their wealth, in any way, shape, or form, so no, I didn't think you were suggesting that DMs follow guidelines for them. What does verisiimilitude have to do with it? Are you referring to quality? Again, I ask. What does verisimilitude have to do with any of this? Maybe. But characters are still limited to a certain amount of wealth, as shown in Table 5-1, so it's not a problem at all. Naturally, wealth that is inaccessible to a character, such as across the continent with no way of quickly retrieving it, probably shouldn't count against them. It's one of those tricky things. :) This conclusion has already been reached, so this is nothing new. However, you might one day indeed need to limit how much you "hand out" if your characters attain too much accessible wealth. There's that etymology thing again. I'm not sure what you're trying to get at with that. Of course not. You would be much better off either balancing him out with the rest of the party, or balancing out the rest of the party with him, or balancing out the CRs and ELs with the whole party. But I'm careful with wealth, so this rarely ever happens in my games. You have many options besides the one you suggest, but I think you already know that. Of course it is, which is why you shouldn't do it. Any good DM would refrain from such tactics, and I doubt many DMs on these boards have done it, hopefully. Partially true. If you use this table for the sole purpose of handing out treasure, and not for keeping an eye on what the characters already have, then you're bound to end up with a party much more powerful than they should be, thus forcing you to take action to balance the game, possibly in the ways I mentioned above. It makes a difference when you're dealing with charged items. A PC that makes a new charged magic item does not roll for a random amount of charges. Or was there something else you were pointing out here? (I apologize if I missed it) There it is again. Yup. I finally noticed that after seeing Sean's example of the two clerics. Took me a while, but at least it finally sunk in. :) That table is not restricted to treasure "found". It would be a house rule if it were. Remember, that table is based on average trease found (gear you find and/or the money you need to make or purchase an item) in an average encounter compared with the experience points earned (the XP you need to make items, and also the XP you need to increase your overall character wealth limit) in those encounters. Fine. But it's rather unfortunate that it took you this long to formulate your opinion. Previously, you simply continued to compare NPCs to PCs, and they do not follow all of the same rules. (The 70% discount that NPCs receive for self created equipment is a prime example. You mean like you, and some others on this board, have been doing this entire time? Come on. Look, Weeble, I appreciate your input, seriously, I do. But there was no chance in Hades that I could be capable of swallowing your previous arguments. Parts of this one, yes, as they make a lot of sense. It's just too bad that you couldn't post it sooner. I have no problem with defeat. If I did, I wouldn't be here. But I sure as heck won't give you too much credit, especially not when you suddenly "get it mostly right" after the fact, just as I won't give myself any credit whatsoever for being wrong in the first place. I can't express how much I appreciate everyone's help on this, as nearly all of the help that many of you have given me will substantially improve this aspect of my games, now and in the future. Thanks a bunch everyone! :) [/QUOTE]
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