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Do Artifacts have a market cost?
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<blockquote data-quote="Lord Zardoz" data-source="post: 3356217" data-attributes="member: 704"><p>The problem with trying to attach a price to Artifacts is that by definition, they tend to do things that are either beyond the scope of the rules for normal items, or they do things that are not exactly covered by the rules.</p><p></p><p>Consider for a trivial example, a bag of limitless gems. That is a suitable artifact power. So what would the GP value of that be?</p><p></p><p>Going through my 2nd Edition book of Artifacts for example, there is an artifact called Kuroth's Quill. The primary power of this artifact is that once every 6 hours, anything you write with it becomes true. How do you put a price on being able to cast Wish at essentially no cost (other than the DM being very literal in the interpretation of the wish) to the user?</p><p></p><p>And how about the Rod of 7 Parts. Its not as outright game breaking as Kuroths Quill or the Throne of the Gods. But fully assembled, it grants the following (Remember, my source here is a 2nd edition book):</p><p></p><p>Cure light wounds 1 / day</p><p>Slow 1 / day</p><p>Haste 1 / day</p><p>Gust of Wind 5 / day</p><p>True Seeing 1 / day</p><p>Hold Monster 1 / day</p><p>Heal 1 / day</p><p>Fly at Will</p><p>20% Magic Resistance</p><p>Control Winds 2 / day</p><p>Shape Change 2 / day</p><p>Wind Walk 1 / day</p><p>Restoration 1 / day</p><p>20 Radius of Law that panics all enemies who fail a Save vs Spell</p><p></p><p>Now, I am sure that the Rod does not exactly seem overpowering. But aside from the chance of the Rod spontaneously breaking, these powers never run out or need to be recharged. And what would the Save DC for a Hold Monster from the Rod of 7 parts be anyway? A United hand and Eye of Vecna has save DC's of 25, so lets say the Rod is comparable. A Wizard with 20 Int and Heighten spell casting Hold Monster as a 9th level spell sets a DC of 24 before Feats. But someone with the Rod could do that at ANY level.</p><p></p><p>So aside from the classic drawbacks / curses of an artifact, you need to remember a few things.</p><p></p><p>1) Artifacts generally do not run out of power / charges.</p><p>2) Artifacts generally do not have class based user restrictions (usually)</p><p>3) Artifacts can often do things that no other items can.</p><p>4) Artifacts are often the equivalent of combining many other items into a single item. (Such as a sword with a +6 bonus that can heal the user, cast bless, grant a Str bonus, Dispel magic, turn undead, and make toast)</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3356217, member: 704"] The problem with trying to attach a price to Artifacts is that by definition, they tend to do things that are either beyond the scope of the rules for normal items, or they do things that are not exactly covered by the rules. Consider for a trivial example, a bag of limitless gems. That is a suitable artifact power. So what would the GP value of that be? Going through my 2nd Edition book of Artifacts for example, there is an artifact called Kuroth's Quill. The primary power of this artifact is that once every 6 hours, anything you write with it becomes true. How do you put a price on being able to cast Wish at essentially no cost (other than the DM being very literal in the interpretation of the wish) to the user? And how about the Rod of 7 Parts. Its not as outright game breaking as Kuroths Quill or the Throne of the Gods. But fully assembled, it grants the following (Remember, my source here is a 2nd edition book): Cure light wounds 1 / day Slow 1 / day Haste 1 / day Gust of Wind 5 / day True Seeing 1 / day Hold Monster 1 / day Heal 1 / day Fly at Will 20% Magic Resistance Control Winds 2 / day Shape Change 2 / day Wind Walk 1 / day Restoration 1 / day 20 Radius of Law that panics all enemies who fail a Save vs Spell Now, I am sure that the Rod does not exactly seem overpowering. But aside from the chance of the Rod spontaneously breaking, these powers never run out or need to be recharged. And what would the Save DC for a Hold Monster from the Rod of 7 parts be anyway? A United hand and Eye of Vecna has save DC's of 25, so lets say the Rod is comparable. A Wizard with 20 Int and Heighten spell casting Hold Monster as a 9th level spell sets a DC of 24 before Feats. But someone with the Rod could do that at ANY level. So aside from the classic drawbacks / curses of an artifact, you need to remember a few things. 1) Artifacts generally do not run out of power / charges. 2) Artifacts generally do not have class based user restrictions (usually) 3) Artifacts can often do things that no other items can. 4) Artifacts are often the equivalent of combining many other items into a single item. (Such as a sword with a +6 bonus that can heal the user, cast bless, grant a Str bonus, Dispel magic, turn undead, and make toast) END COMMUNICATION [/QUOTE]
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