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Community
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Help me convince my players to wear heavy armor.
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<blockquote data-quote="Spatzimaus" data-source="post: 3067344" data-attributes="member: 3051"><p>Sorry, try again. It's clearly been stated, MANY times, by the developers (in the official FAQ, for instance) that the item creation guidelines are only GUIDELINES, and that the cost (or even possibility) of new items are purely up to the DM.</p><p></p><p>I'll quote from the latest FAQ, off the WotC website. The first place I saw it mentioned was on p. 20: "Remember that the <em>Dungeon Master's Guide</em> only provides pricing guidelines, not strict rules. The sidebar on page 282 suggests a few rough adjustments that might help in finding an appropriate price, but whenever you create a new magic item, be sure its price is reasonable based on comparison to other magic items of similar power and utility. The DM is strongly encouraged to adjust the price of any player-created magic item to ensure that it is appropriate for the campaign. This is particularly true of player-created items with a restriction on who can use them, since that restriction often isn't significant in play."</p><p>I'd go hunting for more mentions of this clause, but why bother? That one's pretty clear.</p><p></p><p>The best examples given in the past were things like a wondrous item that cast <em>cure minor wounds</em> at will; this isn't much different from a ring with Fast Healing 1 in it that can be freely passed around from player to player, and so should be priced much higher than the <em>ring of regeneration</em> (which at a cost of 90k only heals 1 point per level per hour, and only heals damage taken while the ring was worn).</p><p></p><p>The SRD even says "Not all items adhere to these formulas directly. The reasons for this are several. First and foremost, these few formulas aren’t enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth." A similar statement was clarified in an early FAQ as meaning that you should price permanent/at will effects based more on their effect than on what spell was used to create them.</p><p></p><p>So no, an item of unlimited/permanent <em>shield</em> wouldn't be dirt cheap, it'd cost whatever it'd normally cost to get +4 AC (minimum 16k, maximum 40k), plus the fact that it blocks incorporeal attacks and <em>magic missiles</em>.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3067344, member: 3051"] Sorry, try again. It's clearly been stated, MANY times, by the developers (in the official FAQ, for instance) that the item creation guidelines are only GUIDELINES, and that the cost (or even possibility) of new items are purely up to the DM. I'll quote from the latest FAQ, off the WotC website. The first place I saw it mentioned was on p. 20: "Remember that the [i]Dungeon Master's Guide[/i] only provides pricing guidelines, not strict rules. The sidebar on page 282 suggests a few rough adjustments that might help in finding an appropriate price, but whenever you create a new magic item, be sure its price is reasonable based on comparison to other magic items of similar power and utility. The DM is strongly encouraged to adjust the price of any player-created magic item to ensure that it is appropriate for the campaign. This is particularly true of player-created items with a restriction on who can use them, since that restriction often isn't significant in play." I'd go hunting for more mentions of this clause, but why bother? That one's pretty clear. The best examples given in the past were things like a wondrous item that cast [i]cure minor wounds[/i] at will; this isn't much different from a ring with Fast Healing 1 in it that can be freely passed around from player to player, and so should be priced much higher than the [i]ring of regeneration[/i] (which at a cost of 90k only heals 1 point per level per hour, and only heals damage taken while the ring was worn). The SRD even says "Not all items adhere to these formulas directly. The reasons for this are several. First and foremost, these few formulas aren’t enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth." A similar statement was clarified in an early FAQ as meaning that you should price permanent/at will effects based more on their effect than on what spell was used to create them. So no, an item of unlimited/permanent [i]shield[/i] wouldn't be dirt cheap, it'd cost whatever it'd normally cost to get +4 AC (minimum 16k, maximum 40k), plus the fact that it blocks incorporeal attacks and [i]magic missiles[/i]. [/QUOTE]
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Help me convince my players to wear heavy armor.
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