How do I price a sword that absorbs other weapon's abilities?

I think I may be going at this the wrong way, though. Instead of wrecking my brain trying to come up for a cost for this, it may be easier to give an artifact to the PCs that don't have any already.


That would devalue the one they have already. When a party member has something special they like it, if suddenly everyone were to get Relics of gods they are related to/worship I would find mine less interesting and would probably just never use them.

Though it would be fair, there is a bit of psychology to it.
Handing out free cars like Oprah isn't the way to go about it, if everyone wins no one wins.
 

log in or register to remove this ad

I really don't think you should be using GP values for this. Think of it in terms of the power it offers to the player.

To put it another way, a player with a +5 Flaming Freezing Shocking Flame Burst Icy Burst Shocking Burst Greatsword is going to have a +14 equivalent weapon. It will also suck despite the high price because the enchantments are crap.
 

I really don't think you should be using GP values for this. Think of it in terms of the power it offers to the player.

To put it another way, a player with a +5 Flaming Freezing Shocking Flame Burst Icy Burst Shocking Burst Greatsword is going to have a +14 equivalent weapon. It will also suck despite the high price because the enchantments are crap.

What you propose is as fair as it is impossible. Even if I were able to perfectly compare completely different items in any kind of reference frame, it would take me a lot more time and brainpower (three, four months at least?) than I'm willing to spend (and my players are willing to wait) for this.
 

That would devalue the one they have already. When a party member has something special they like it, if suddenly everyone were to get Relics of gods they are related to/worship I would find mine less interesting and would probably just never use them.

I'm not planning on giving the rest the _same_ item, just a different artifact as removed from each other as possible.
Also, the potential power of this sword vs any weapon he finds anywhere else is way too powerful to abandon simply because "it's not unique enough", and, since he's already fused with the Sword, it pretty much a moot point.

There is another PC with another homebrew Artifact already... I didn't post it because a) it's too complicated for its own good and b) a couple (minor) sections are still missing. My point here is that he's not the only character with an Artifact.
 

What you propose is as fair as it is impossible. Even if I were able to perfectly compare completely different items in any kind of reference frame, it would take me a lot more time and brainpower (three, four months at least?) than I'm willing to spend (and my players are willing to wait) for this.

You know, I have a brain...
 

I'm not planning on giving the rest the _same_ item, just a different artifact as removed from each other as possible.
Also, the potential power of this sword vs any weapon he finds anywhere else is way too powerful to abandon simply because "it's not unique enough", and, since he's already fused with the Sword, it pretty much a moot point.

There is another PC with another homebrew Artifact already... I didn't post it because a) it's too complicated for its own good and b) a couple (minor) sections are still missing. My point here is that he's not the only character with an Artifact.

The tricky thing with Artifacts is that they really are priceless, and just handing them out as presents doesn't do it any justice. If you are intent in going about it like that though, I suggest they come across the artifacts during adventures so it at least feels like they earned it rather than received a handout.
 


You know, I have a brain...

Maybe I'm not being explicit enough, then. I've always been a big fan of giving PCs in my games non-standard equipment, and I consider that "more items = more fun". There are a lot of items, and a lot are difficult to price. I'm not saying that you lack brainpower or anything like that, just that it's easier said than done in my current status.

Also, if it's worth anything, I will allow my characters to trash anything they don't want anymore, so they don't have to pay for them if they won't have it.
 

Can we make a non-standard item without incredibly open ended abilities that complicate pricing? I think that would be an excellent middle ground.
 

The reason I am replying to this more than I typically do any thread, is because I recently came across all of these problems in games I am either DMing or playing in currently. The potential for jealous players ruining the unique abilities of a PC or having a player feel ganged up on are vast. There is another side of the spectrum, if you give everyone an artifact (like I did) make sure to give it to them as a reward or something special. For me it was part of the entire story line from that point forward.
 

Remove ads

Top