Is this legal?

Depending on the item, I might just give it to him - with the proviso that what is good for the PCs is also good for the NPCs.

However, I would not add the discounts together. I would multiply them, thus reducing the final actual discount. For an example: An item costs 10,000 gp to make. After the 30% discount it costs 7,000 gp to make. After another 30% discount it costs 4,900 gp to make - a bit less than half price. If a third discount was applied, it would be reduced to 3,430 gp - a bit more than 1/3 normal price. This, in fact, suggests that you should consider it more along the line of: 1 discount (30%), 2 discounts (50%), 3 discounts (67%). It is quite close to accurate, in terms of multiplication.

I would also consider limiting discounts to a maximum of three (one each for class, alignment, and race), but I would perhaps increase the difficulty of making the item for each discount applied:

1) I would increase the time needed to make the item by double (one discount applied), triple (two discounts applied), or quadruple (three discounts applied) in terms of day. So instead of taking 1 day per 1k gp, it would take 1 day per 500 gp (1 discount), 1 day per 250 gp (2 discounts), or 1 day per 125 gp (3 discounts). This could put a damper on making discount items, if only for the downtime required to make them. Make certain that every now and then you give them adventures with deadlines, and the party will not have the luxury of spending a couple weeks hanging out in that nice town while waiting for the PC to make a discounted item at a lower price.

2) You might also find a way to decrease some of the benefit from the discount. What if applying a discount was like applying a metamagic feat - ie: requiring a higher caster level to make, even though the final benefit is not actually improved as by a caster level increase (other than the discount in production cost, of course).

Perhaps adding one discount (for race, class, or alignment) increases the minimum caster level for creation by +1 (in gp and xp costs and in the actual level needed to make it, but not in the power of the item created)? So that item requiring caster level 7 (and having a " * caster level" in its price guidance) would in fact require caster level 8 to make - but would treated as if the caster level were only 7 in terms of final power, etc of the spell involved. Adding in two discounts increases the required caster level to +2, and adding in all three discounts increases it to +3 (+4?).

The cost increase does not completely (or even significantly) reduce the benefit of the price reduction, but the required higher level to make it - and the increased time to make it, if you use my first suggestion as well - can put a bit of a damper on how often this idea is used. And while the reduction in cost is not significantly lessened, it will reduce (by at least a few %) the actual degree of reduction. A wand, for instance, would be increased in price by "375 * spell level" per caster level increase (before the deduction for specializing is taken into consideration).

Also, you could say that it decreases the gp costs but not the xp costs.

And, of course, the resale value is similarly reduced, further limiting the usefulness of the item once the PC / party no longer have a need for it.


An example:

A wand of fireball typical requires a minimum of Wiz 5 to make, costing 375 gp * 3 (spell level) * 5 (min caster level) to make - for a total of 5625 gp and 450 xp in final costs. Requiring 1 day per 1k gp to make, this wand will take a minimum of 5 days to make.

Under the guidelines above, if two discounts were to be applied (say, only halfling rogues could use it), then it would be 375 * 3 (spell level) * 7 (caster level), for a total of 7875 gp and 630 xp. But then we apply the discount (~50% for two discounts), for a total of merely 3937 gp (and either 630 xp or 315 xp, depending on whether xp is also discounted). Also, this will take about 8 days to make - and it will still only produce caster level 5 fireballs.

So he gains an additional three days of work and a final discount of only 30% for 2 specialization discounts.


Other notable examples:

Enhancement bonuses on weapons and armor require a higher level before they can be made (4th instead of 3rd for +1 enhancement, 5th instead of 3rd for +2 enhancement, etc). Most wondrous items lack a caster level multiplication in their cost, but all of them have minimum caster levels for construction; all of those minimum CLs have increased by +1 for one discount, +2 for two discounts, etc. And the days required to make them are significantly increased. A pair of Gloves of Dexterity +4, for example, would require not 16 days to make but instead 32 days (for 1 discount), 64 (for 2 discounts), etc.



Do any of these ideas help any?
 
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crazypixie said:
I agree. Otherwise, item crafters would pretty much make items only they could use.

DM: Allrighty, you've defeated the Evil Goblin Necromancer-Lich.

Players: Huzzah, we search him and take all of his magic items.

DM: Ok, but all of his items are only usable by Evil Goblin Necromancer-Liches.

Players except for the UMD rogue: :confused: :\ :(

FIFM :D
 

DM: Ok, but all of his items are only usable by Evil Goblin Necromancer-Liches.

Players except for the UMD rogue :confused: :\ :(
Um, I don't know about other DMs, but if the rogue needs to emulate more than one feature to use a magic item, I would require multiple UMD checks. In this case, a DC 20 (emulate Class feature, for pretending to be a wizard [necromancer specializing perhaps pushing that DC up to 22]), a DC 25 (emulate race, for goblin), and a DC 30 (emulate alignment, for evil). If they failed any of the checks the item would not work. Oh, and each UMD check takes a standard action as I recall, so that will be three standard actions in a row to make use of the item, presuming they do not fail prior to the third check.

So, no, the UMD rogue may not be quite as happy as you think.
 

ThorneMD said:
I have a player who quite honestly comes up with some of the weirdest ideas ever.

He wants to do the following:

His character, a Neutral Drow, wants to make a +3 Buckler, but with the requirements that only a Neutral Drow can use it. According to the DMG if there is a restriction, then there is a 30% reduction in price. The way he reads it is that since its an alignment and a race restriction, then its a 60% reduction. I tend to think that it isn't, just because if he also puts on the restriction that only a specific class can use it, then its at 90% off.

If he is correct in his thinking, then is his math correct:

+3 buckler = 9,165 gp
Neutral Drow only = 9,165 - 60% = 3,666 gp.
He is the creator = 3,666 * 0.5 = 1833 gp

Please let me know who is correct? I don't want to screw him, but I also don't want to give me a powerful item for cheap.
The price modifiers for restricted use are intended to modify the resale price, as in, "I can't give you 4500 gp for that! It only works for neutral drow elves. I'll pay 1800." However, since the resale price of a magic item is determined by its base price, the modifier is added in with the other modifiers to the base price, in the item creation guidelines. Which are, as others have pointed out, the province of the DM.

The modifier for restricted use only comes into play when you attempt to sell a crippled magic item, and not when trying to craft one.
 

As others have said, you're the DM, therefore you're correct.

ThorneMD said:
According to the DMG if there is a restriction, then there is a 30% reduction in price. The way he reads it is that since its an alignment and a race restriction, then its a 60% reduction. I tend to think that it isn't, just because if he also puts on the restriction that only a specific class can use it, then its at 90% off.
I'd have to say that's the only interpretation that makes sense. Otherwise you could make a +5 holy longsword (base price 98,000 gp) usable by only human lawful good paladins for under 10K. Not as good as a Holy Avenger, but a tenth the cost strikes me as pretty broken.

Kayn99 said:
I would reduce the resale value of the item, but the base cost will be the same as if it was not restricted.
I like this idea, too. In GURPS, a disadvantage that never applies (eg, hydrophobia on Arrakis) is worth zero points. A restriction that doesn't restrict the PC shouldn't be worth much, either.

I think this is YA example of how the Craft rules need to be reworked.
 

Allow it. Then immediately create a super-villain who crafts items with 5 use restrictions and actually EARNS %50 the item's base price from crafting. He uses the profits from the first item to finance the creation of more items and the hiring of an army to use them.

Next adventure: 200k goblins armed with +1 vorpal scimitars, supported by +5 ballistas firing +1 ballista bolts of spell storing with Shatter. Perhaps they are backed by a few million rats with headbands of intellect +6, trained in the arts of stealth and armed with vials of alchemist's fire.

See the issue with taking things at face value and then multiplying them? Yikes!
 

For all of you people telling him that he shouldn't get a discount because it's not a disadvantage to him, let me ask you this: Would you let a dwarven cleric make a Dwarven Thrower? If so, would you go by the pricing in the DMG, or would you reverse-engineer the price to get rid of the Dwarves-only requirement? He is, after all, making it for himself, and he'll never suffer the downside.
 

Was this in the 3.0 rules that a restriction in magic items didn't lower the price because it's essentially an advantage for the one who has it crafted that way?
 

Nyeshet said:
Um, I don't know about other DMs, but if the rogue needs to emulate more than one feature to use a magic item, I would require multiple UMD checks. In this case, a DC 20 (emulate Class feature, for pretending to be a wizard [necromancer specializing perhaps pushing that DC up to 22]), a DC 25 (emulate race, for goblin), and a DC 30 (emulate alignment, for evil). If they failed any of the checks the item would not work. Oh, and each UMD check takes a standard action as I recall, so that will be three standard actions in a row to make use of the item, presuming they do not fail prior to the third check.

So, no, the UMD rogue may not be quite as happy as you think.

I think the UMD rogue is a heck of a lot happier than the other party members. It's not perfect, but certainly not an impossible situation. Considering the levels where a party might be facing evil goblin necromancer-liches, not really unreasonable, either.

Multiple checks aren't the end of the world, and I am well aware of the stipulation of multiple checks for multiple emulations.
 

crazypixie said:
I agree. Otherwise, item crafters would pretty much make items only they could use.

DM: Allrighty, you've defeated the Evil Goblin Necromancer-Lich.

Players: Huzzah, we search him and take all of his magic items.

DM: Ok, but all of his items are only usable by Evil Goblin Necromancer-Liches.

Players: :confused: :\ :(

Explain this situation. After a levels of grovelling around finding absolulely hopeless items (resale value is pretty low too... who wants an item only Evil Goblin necromancers can use?)

That rule is strictly for NPC's to utilize.
 

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