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General Tabletop Discussion
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Cost to add +1 ability to Specific Weapon
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<blockquote data-quote="gnfnrf" data-source="post: 3425314" data-attributes="member: 2373"><p>The Magic Item Compendium explains exactly how to add effects to specific weapons, and even has an example, at least for relics. And (for relics, anyway) the nonstandard abilities are in fact fixed costs.</p><p></p><p>p 222, second column.</p><p></p><p> </p><p></p><p>Note that it doesn't say the relic abilities are fixed cost, it just assumes you know that. I think, similarly, it assumes you know that non relic abilities are fixed cost as well.</p><p></p><p>Are the rules as clear as they could be? No. Upon further study, is it obvious how they work? Yes. Take the base weapon of the specific weapon, and price the upgrade based on the difference between that and an upgraded version of that weapon. This effectively keeps the specific weapon property at a fixed cost.</p><p></p><p>--</p><p>gnfnrf</p></blockquote><p></p>
[QUOTE="gnfnrf, post: 3425314, member: 2373"] The Magic Item Compendium explains exactly how to add effects to specific weapons, and even has an example, at least for relics. And (for relics, anyway) the nonstandard abilities are in fact fixed costs. p 222, second column. Note that it doesn't say the relic abilities are fixed cost, it just assumes you know that. I think, similarly, it assumes you know that non relic abilities are fixed cost as well. Are the rules as clear as they could be? No. Upon further study, is it obvious how they work? Yes. Take the base weapon of the specific weapon, and price the upgrade based on the difference between that and an upgraded version of that weapon. This effectively keeps the specific weapon property at a fixed cost. -- gnfnrf [/QUOTE]
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