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Immortals Handbook - Grimoire (Artifacts, Epic Magic discussion)
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<blockquote data-quote="Kerrick" data-source="post: 3329212" data-attributes="member: 4722"><p>Huh? How are you getting +14? It should be +9 - +6 enhancement and +3 market value bonus, and multiply it all by x10 since it's now a +6 weapon. Or do you multiply just the +6 part by 10 and tack on the other +3 normally? See, </p><p></p><p>On a related note, I've been looking at the idea of merging the market value and enhancement bonuses (+8 having the same price for both), and I'm still not sure which way it should go. With the merged tables, it would make the high-end non-epic market values (say, the +5 keen holy longsword) really really expensive, but this could curb power creep. On the other hand, if you don't merge the tables, it's still fairly easy to figure out how to go from "+5 keen holy longsword [+8 market value]" to "+6 yadda yadda" - you just use the +9 line, but apply the multiplier since it's now an epic item, so you'd be going from 128,000 (the +5 blade) to 648,000 (the +6). That one actually hurts, because it's 520,000 gp and 20,800 XP, as opposed to 264,000 gp (648K - 384K) and 2,640 XP.</p><p></p><p></p><p>Don't think so... I still use the same formulas for calculating enhancement bonuses - bonus^2 x 1000 or 2000, as applicable - I just added in a graded multiplier instead of a flat multiplier for epic bonuses. The prices are already listed on a table in the DMG; the only thing I'd be changing, really, is adding the XP costs so you wouldn't have to figure them out yourself.</p><p></p><p></p><p>Well see, that's the reason they didn't keep the 1/25 XP cost - it would be nearly impossible to make items that cost that much. Even 50,000 XP is a huge amount - that's a lot of level banking - whereas 16,000 will still hurt, but it'll make it possible to actually craft those really high-end items without going to great lengths to save XP (or find it from another source, like soulgems or whatever). You're already paying through the nose for gp costs (which is actually MORE than the existing system) and time (5,600 days); why should you get raped for XP too?</p><p></p><p></p><p>Your optimism is so refreshing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Kerrick, post: 3329212, member: 4722"] Huh? How are you getting +14? It should be +9 - +6 enhancement and +3 market value bonus, and multiply it all by x10 since it's now a +6 weapon. Or do you multiply just the +6 part by 10 and tack on the other +3 normally? See, On a related note, I've been looking at the idea of merging the market value and enhancement bonuses (+8 having the same price for both), and I'm still not sure which way it should go. With the merged tables, it would make the high-end non-epic market values (say, the +5 keen holy longsword) really really expensive, but this could curb power creep. On the other hand, if you don't merge the tables, it's still fairly easy to figure out how to go from "+5 keen holy longsword [+8 market value]" to "+6 yadda yadda" - you just use the +9 line, but apply the multiplier since it's now an epic item, so you'd be going from 128,000 (the +5 blade) to 648,000 (the +6). That one actually hurts, because it's 520,000 gp and 20,800 XP, as opposed to 264,000 gp (648K - 384K) and 2,640 XP. Don't think so... I still use the same formulas for calculating enhancement bonuses - bonus^2 x 1000 or 2000, as applicable - I just added in a graded multiplier instead of a flat multiplier for epic bonuses. The prices are already listed on a table in the DMG; the only thing I'd be changing, really, is adding the XP costs so you wouldn't have to figure them out yourself. Well see, that's the reason they didn't keep the 1/25 XP cost - it would be nearly impossible to make items that cost that much. Even 50,000 XP is a huge amount - that's a lot of level banking - whereas 16,000 will still hurt, but it'll make it possible to actually craft those really high-end items without going to great lengths to save XP (or find it from another source, like soulgems or whatever). You're already paying through the nose for gp costs (which is actually MORE than the existing system) and time (5,600 days); why should you get raped for XP too? Your optimism is so refreshing. :p [/QUOTE]
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