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<blockquote data-quote="Sepulchrave II" data-source="post: 3156840" data-attributes="member: 4303"><p>Nor do I. But I'm not prepared to write a new system, nor am I prepared to accept a method of pricing items based on a CR system which I view as wildly inaccurate. Sorry to be so blunt. </p><p></p><p>Hence the suggestion that we <em>craft</em> items with a view to reflecting what we arbitrarily decide is a desirable level at which to possess it. I am perfectly happy to be arbitrary in many cases, and simply change the paradigm to accommodate. Sometimes there is an objective measure of balance, at others there is not. We should not be afraid to define balance where none exists.</p><p></p><p></p><p></p><p><em>Helm of teleportation</em>? I said nothing of absurd.</p><p></p><p></p><p></p><p>It's playing a game. Using the rules to get the result we want - nothing more. If you think that a continuous <em>death ward</em> item should cost 350K, its easy to use the rules to create a plausible item to justify it. If I think it should cost 220K, the same goes. If Hypersmurf thinks 50K, ditto. The fundamental question is <em>what level do we want this item to be available at</em>? DMG pricing merely provides us with a set of tools. If SR is too cheap, then we include it in an item with a more expensive ability.</p><p></p><p>If you want to create an SR50 item but you're worried that SR is too cheap, then fold it in with a +10 armor bonus, a +6 resistance bonus to saving throws, +4 on caster level checks to penetrate SR, call it the <em>robe of the ipsissimus</em> and charge 1.6 million gp for it - it becomes the #1 item for a 40th-level wizard, who can get some decent milage out of SR50.</p><p></p><p>One reason that I partially agree with a high price on the <em>amulet</em> is that it does not force the player to make a choice. If you remove the +6 Con bonus it becomes much harder; the player has to choose between his <em>death ward</em> item and his 3hp/level. This may actually be a better solution - it vies with a <em>periapt of wisdom</em> and an <em>amulet of health</em> for space. It is suddenly far less appealing.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3156840, member: 4303"] Nor do I. But I'm not prepared to write a new system, nor am I prepared to accept a method of pricing items based on a CR system which I view as wildly inaccurate. Sorry to be so blunt. Hence the suggestion that we [I]craft[/I] items with a view to reflecting what we arbitrarily decide is a desirable level at which to possess it. I am perfectly happy to be arbitrary in many cases, and simply change the paradigm to accommodate. Sometimes there is an objective measure of balance, at others there is not. We should not be afraid to define balance where none exists. [I]Helm of teleportation[/I]? I said nothing of absurd. It's playing a game. Using the rules to get the result we want - nothing more. If you think that a continuous [I]death ward[/I] item should cost 350K, its easy to use the rules to create a plausible item to justify it. If I think it should cost 220K, the same goes. If Hypersmurf thinks 50K, ditto. The fundamental question is [I]what level do we want this item to be available at[/I]? DMG pricing merely provides us with a set of tools. If SR is too cheap, then we include it in an item with a more expensive ability. If you want to create an SR50 item but you're worried that SR is too cheap, then fold it in with a +10 armor bonus, a +6 resistance bonus to saving throws, +4 on caster level checks to penetrate SR, call it the [I]robe of the ipsissimus[/I] and charge 1.6 million gp for it - it becomes the #1 item for a 40th-level wizard, who can get some decent milage out of SR50. One reason that I partially agree with a high price on the [I]amulet[/I] is that it does not force the player to make a choice. If you remove the +6 Con bonus it becomes much harder; the player has to choose between his [I]death ward[/I] item and his 3hp/level. This may actually be a better solution - it vies with a [I]periapt of wisdom[/I] and an [I]amulet of health[/I] for space. It is suddenly far less appealing. [/QUOTE]
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