Okay, so I played around with some things. I know I shouldn't have done this, but I changed several different variables at once, instead of changing one thing at a time. From a troubleshooting point of view (and this is really what it is - trying to "fix" the systen), you should try one thing at a time, and if that doesn't work, reset it and try something else, but I did it differently this time, for whatever reason.
I'm working off a new set of wealth tables I devised, which can be found
here. I reverse-engingeered the existing system and revised the progression, turning it into a flatter, more even climb. Best of all, since it uses a standardized formula, I can figure out the startig gold for any level in under a minute.
I also tried an idea someone on the Wizards boards had - once the item's bonus becomes "epic" (i.e., exceeds normal limits), instead of applying a straight x10 multiplier, you apply a "graded multiplier" (my term): x2, then x3 for the next highest, 4, etc. all the way up to x10, where it remains. I actually modified it to x1 for the first bonus (in this case, +6), then x1.5 for +7, x2 for +8, x3 for +9, etc., as it results in less of a drastic jump in prices and prevents a huge gap in availability by level.
And finally, I tried two different pricing caps for buying items - the first is that no item can exceed 1/4 starting wealth; the second is 1/3. 1/4 turned out to work better (yeah, go fig, huh?), so the final figures use that.
I know my eyes start to cross when someone posts a bunch of numbers and charts and formulae, so I won't subject you all to it. If anyone's interested in looking over the numbers, you can check out a copy of the
Excel file with most of my work, but don't expect any notes. Most of it should be pretty easy to understand from this post anyway.
My goals:
I'm not sure that I really
had any goals when I started messing around with this stuff, beyond just playing with the numbers; if I did, I forgot what it was. I know I came up with the variant wealth progression to flatten out the curve and make a system that works at all levels (i.e., it follows an actual formula instead of some made-up numbers), but I'm not really sure why I started messing with magic items, beyond that it was probably related to the artificing system I'm working on. Anyway, I did come up with some goals while I was doing this:
1) To come up with a consolidated pricing system for weapons and armor - that is, I think a +6 weapon bonus should be the same whether it's +6 enhancement (epic) or several lesser items adding up to a +6 market value (non-epic), and the same thing with armor.
2) To find a viable alternative to the x10 epic multiplier. This is a corollary to #1, really - an
alternative to the x10 multiplier enables me to create a consolidated pricing system.
My conclusions:
1) Applying a graded multiplier for epic bonuses works out very well, and eliminates the huge price hike from epic to non-epic. It also works very well for a consolidated pricing system. It has to continue past x10, however, in order to keep pace with increasing wealth, and to keep UK's formula valid. I have not, however, come up with a way to calculate XP costs (I haven't even tried) but if you go with the
artificing rules I'm working on, you won't need XP. For those of you who'd prefer to stick with the original system, I'll see what I can come up with.
2) Ability score bonuses are probably just a bit too cheap. The pricing should be bonus^2 x 1500 instead of x 1000. That's just my opinion, however.
3) Skill bonuses should become epic when they exceed +10, not +30. There is no item in the DMG with a skill bonus above +10 (with the possible exception of the robe of eyes, which grants +10 to Search and Spot). Again, my opinion, but the fact that all skill-enhancing item bonuses were halved between 3.0 and 3.5 (and the ring of jumping was reduced to +5) seems to bear this out.
4) At 40th level, you can afford: +16 armor, +16 shield, +13 weapon, and a +16 stat-boosting item, which is around 8.45 million, and which gives you around 3.5 million extra to play around with. Yeah, it's a bit much, I agree. can't figure a way around that.
5) The formulas UK uses helped me to finalize this thing. Like I already mentioned, with the variant progression AND the graded multiplier, you can apply the formula for all levels, 1-infinity:
At levels 1-10, bonus^2x1000 is roughly ECL/3; bonus^2x2000 is about ECL/3.5.
At levels 11-40, bonus^2x1000 is roughly ECL/2.5; bonus^2x2000 is about ECL/3.
After L40, bonus^2x1000 is roughly ECL/2.25; bonus^2x2000 is about ECL/2.75.
Yeah, I was surprised as hell when I tried this too. I came up with the variant wealth progression a few weeks ago, well before I thought about doing this, and I haven't changed it at all, but it wouldn't have worked without the graded multipliers, so it's just a case of a confluence of events working out well.