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<blockquote data-quote="nonsi256" data-source="post: 5049454" data-attributes="member: 86164"><p>Ok, several things:</p><p>1. My bad on not directing to TS’s thread.</p><p>2. For better or worse, the document is my work, so the criticism should be addressed to me.</p><p>3. I guess it’s also my bad for leaving out examples.</p><p>4. I must admit that the temp-perm rule is stupid – especially since each effect should be autonomous. Will be nixed.</p><p>5. I now noticed that I still need to define price modifications according to the activation cost action-wise. Suggestions could be most helpful.</p><p>6. I also forgot to state that any and all magical stat augmentations overlap. This removes the need for 2-rings-at-most restriction.</p><p></p><p></p><p>Looking at TS’s spells, for full casters, each odd level is a magical plus (1st, 3rd, 5th, 7th & 9th).</p><p>Given the spells have a continuous duration, this means we’re talking about emanating effects, so the prices are: 6K, 18K, 30K, 42K & 54K.</p><p>Regardless of how partial casters. Stat augmenting spells should not be placed in spell-levels that would make them beat fullcasters to the punch. Beyond that, everything’s legit.</p><p></p><p></p><p></p><p>Now for the comments</p><p></p><p></p><p></p><p></p><p><strong>>> List the price reductions as negatives (i.e. -X%).</strong></p><p><strong></strong>Noted. Will do.</p><p></p><p></p><p><strong>>> How is this bad</strong></p><p><strong></strong>11 tables = clunky as hell. It means you always have to go back to the tables.</p><p></p><p></p><p><strong>>> Less than a thousand actually.</strong></p><p><strong></strong>Ditto.</p><p></p><p></p><p><strong>>> Presumably, this was done to prevent characters from</strong></p><p><strong>>> being able to make every item. Making a magical</strong></p><p><strong>>> potion IS different from making a flaming sword or a</strong></p><p><strong>>> flying carpet.</strong></p><p><strong></strong>I would agree conceptually to the distinction of scroll-consumable-solid, but that’s it.</p><p></p><p></p><p><strong>>> Presumably, this was done to prevent characters</strong></p><p><strong>>> from being able to make every item.</strong></p><p><strong></strong>The OD&D rules had chances for success (failure). I don’t get why they removed that aspect. There should be some motivation not to attempt making an item – the xp drain is both ridiculous and not taxing enough for anyone to give it a second thought.</p><p></p><p></p><p><strong>>> What info?</strong></p><p><strong></strong>For example, there’s a table for Adamantine, but not for other materials.</p><p></p><p></p><p><strong>>> Because they can't cover all eventualities that</strong></p><p><strong>>> others may come up with.</strong></p><p><strong></strong>Meaning they handwaved rather than formulate.</p><p></p><p></p><p><strong>>> What is BS about it?</strong></p><p><strong></strong>The mathematical operation “power” is absolutely ridiculous for the purpose of pricing.</p><p>Moreover. The gap between +0 to +1 is significantly larger than the gap between +1 to +5. The former already allows you to ignore DR whereas the latter merely augments your stats a bit.</p><p></p><p></p><p><strong>>> What exactly do you mean by this?</strong></p><p><strong></strong>The physical items are nothing more than containers to magical powers.</p><p>An item’s price should have no effect whatsoever on the prices of the effects it contains.</p><p></p><p></p><p><strong>>> And ridiculously overpriced. And allowing for</strong></p><p><strong>>> no differences inherent to creation, purpose,</strong></p><p><strong>>> economics, etc.</strong></p><p><strong></strong>I have to admit I lost you there.</p><p></p><p></p><p><strong>>> You are not providing any examples, clarifying any</strong></p><p><strong>>> points, explaining why, why not, etc. You need to</strong></p><p><strong>>> provide information, explanations and examples.</strong></p><p><strong>>> One page doesn't cut it.</strong></p><p><strong></strong>You’re right, but it will still require only a single page.</p><p>As for the “why” part, it think I covered that one.</p><p></p><p></p><p></p><p><strong>>> Um...DMG does this too. It lists all spells involved</strong></p><p><strong>>> in the magic items made.</strong></p><p><strong></strong>What was that spell’s name that grants flat save bonuses?</p><p>And the one that made an ioun stone fly around your head?</p><p>. . .</p><p>I’m sure I had it a minute ago...................... nope.</p><p></p><p></p><p><strong>>> What exactly does this mean and how is this different</strong></p><p><strong>>> that the DMG specifying charges, modes, exceptions, etc.?</strong></p><p><strong></strong>The charges section I’m sure you saw.</p><p>Operates mode = how an item is to be used to activate an effect.</p><p></p><p></p><p><strong>>> to make a +1 weapon, the wizard has only a 35%</strong></p><p><strong>>> chance of success</strong></p><p><strong></strong>Correct.</p><p>This was totally intentional.</p><p>Adventurers should adventure</p><p>Characters should go about n the world doing their business to interact with the world.</p><p>Magical items are not supposed to be spread around like garbage. Finding a magical item should be a noteworthy event.</p><p>One should only cease his routine to make items when one really believes that they’re crucial for one’s survival, and... weigh the pros & cons regarding time-money-chances-necessity.</p><p></p><p></p><p><strong>>> But to make the flaming property, he has</strong></p><p><strong>>> (5 x (5 + 4) - 10) X 3</strong></p><p><strong>>> (45 - 10) x 3 = 105% chance of success!</strong></p><p><strong></strong>Not correct.</p><p>[5 x (Level + STAT-mod) – 10 x SPL]</p><p>Is mathematically identical to</p><p>[(5 x (Level + STAT-mod)) – (10 x SPL)]</p><p>Due to mathematical precedences</p></blockquote><p></p>
[QUOTE="nonsi256, post: 5049454, member: 86164"] Ok, several things: 1. My bad on not directing to TS’s thread. 2. For better or worse, the document is my work, so the criticism should be addressed to me. 3. I guess it’s also my bad for leaving out examples. 4. I must admit that the temp-perm rule is stupid – especially since each effect should be autonomous. Will be nixed. 5. I now noticed that I still need to define price modifications according to the activation cost action-wise. Suggestions could be most helpful. 6. I also forgot to state that any and all magical stat augmentations overlap. This removes the need for 2-rings-at-most restriction. Looking at TS’s spells, for full casters, each odd level is a magical plus (1st, 3rd, 5th, 7th & 9th). Given the spells have a continuous duration, this means we’re talking about emanating effects, so the prices are: 6K, 18K, 30K, 42K & 54K. Regardless of how partial casters. Stat augmenting spells should not be placed in spell-levels that would make them beat fullcasters to the punch. Beyond that, everything’s legit. Now for the comments [B]>> List the price reductions as negatives (i.e. -X%). [/B]Noted. Will do. [B]>> How is this bad [/B]11 tables = clunky as hell. It means you always have to go back to the tables. [B]>> Less than a thousand actually. [/B]Ditto. [B]>> Presumably, this was done to prevent characters from >> being able to make every item. Making a magical >> potion IS different from making a flaming sword or a >> flying carpet. [/B]I would agree conceptually to the distinction of scroll-consumable-solid, but that’s it. [B]>> Presumably, this was done to prevent characters >> from being able to make every item. [/B]The OD&D rules had chances for success (failure). I don’t get why they removed that aspect. There should be some motivation not to attempt making an item – the xp drain is both ridiculous and not taxing enough for anyone to give it a second thought. [B]>> What info? [/B]For example, there’s a table for Adamantine, but not for other materials. [B]>> Because they can't cover all eventualities that >> others may come up with. [/B]Meaning they handwaved rather than formulate. [B]>> What is BS about it? [/B]The mathematical operation “power” is absolutely ridiculous for the purpose of pricing. Moreover. The gap between +0 to +1 is significantly larger than the gap between +1 to +5. The former already allows you to ignore DR whereas the latter merely augments your stats a bit. [B]>> What exactly do you mean by this? [/B]The physical items are nothing more than containers to magical powers. An item’s price should have no effect whatsoever on the prices of the effects it contains. [B]>> And ridiculously overpriced. And allowing for >> no differences inherent to creation, purpose, >> economics, etc. [/B]I have to admit I lost you there. [B]>> You are not providing any examples, clarifying any >> points, explaining why, why not, etc. You need to >> provide information, explanations and examples. >> One page doesn't cut it. [/B]You’re right, but it will still require only a single page. As for the “why” part, it think I covered that one. [B]>> Um...DMG does this too. It lists all spells involved >> in the magic items made. [/B]What was that spell’s name that grants flat save bonuses? And the one that made an ioun stone fly around your head? . . . I’m sure I had it a minute ago...................... nope. [B]>> What exactly does this mean and how is this different >> that the DMG specifying charges, modes, exceptions, etc.? [/B]The charges section I’m sure you saw. Operates mode = how an item is to be used to activate an effect. [B]>> to make a +1 weapon, the wizard has only a 35% >> chance of success [/B]Correct. This was totally intentional. Adventurers should adventure Characters should go about n the world doing their business to interact with the world. Magical items are not supposed to be spread around like garbage. Finding a magical item should be a noteworthy event. One should only cease his routine to make items when one really believes that they’re crucial for one’s survival, and... weigh the pros & cons regarding time-money-chances-necessity. [B]>> But to make the flaming property, he has >> (5 x (5 + 4) - 10) X 3 >> (45 - 10) x 3 = 105% chance of success! [/B]Not correct. [5 x (Level + STAT-mod) – 10 x SPL] Is mathematically identical to [(5 x (Level + STAT-mod)) – (10 x SPL)] Due to mathematical precedences [/QUOTE]
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