Sepulchrave II
Legend
That's a very interesting idea, Sep. I'm game to change the pricing rules. The long gap when you are nominally epic yet can't afford a +6 weapon strikes me as odd. Sure you need a speed-bump, but the jump from 200,000 gp to 3,600,000 is too much.
720K is the baseline with the current rules (bonus^2 x 20,000), but it's still too high. I've been thinking about a cubic progression for item prices for a while. Armor and shields would work at 200K + (bonus^3 x 100): the ratio of half a weapon's cost in bonuses would be more-or less maintained.
Skill-enhancing items would probably be 200K + (bonus^3 x 10). By the time a rogue could afford a +50 balance item (1450K), he'd be 39th level. With synergy bonuses and a Dex of - say - 39, such a character could walk on clouds: although I'm not persuaded that skill '+' items demonstrate much use in the face of epic spellcasters. I guess it depends what kind of campaign you run - +120 Balance strikes me of kind of Wuxia-esque.
Ability-enhancing items are more problematic. At 200K + (bonus^3 x 200) - i.e. the same cost as epic weapons - they're available too early. A +20 headband would be 1.8Mgp, and Matt could get it at level 42. His DCs are already looking dangerous - this is probably too much. Dunno. I'm wondering whether these items should be capped at +12 anyway. Devastating Critical might get whacked out pretty soon otherwise. I strongly suspect that this feat is broken at high epic, anyway.
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