The Souljourner said:
Does it scare anyone else when the response from customer service has such a blatant and horrible grammar error in it?
Nah. He was just flustered 'cause I caught him with his pants down.
The Souljourner said:
And keep in mind, the final price for any item is whatever the DM decides. If you think it's too low or too high, adjust it.
Obviously, but the point is that the new "official" methods yield prices so frickin' high that you'll be adhocing them down in just about every single case.
The Souljourner said:
About the Artificer's Handbook - any insight on what makes its system so much better than the on in the DMG?
The first thing that comes to mind is the actual difficulty involved in creating items. It can be _really_ damn hard to create a continuous item, and as you know, continuous items tend to be the most powerful and/or gamebreaking. Basically, any item that is awfully powerful is inherently awfully difficult to create. The DM will rarely find himself in the position to have to say "no" to an item being created. Generally speaking, the rules seem to be set up to prevent just such a thing (though there is a rather big breakdown at epic levels, say 40+ or 50+). Basically, your ability to craft a magic item is directly related to how many spells you can cast in a day of a given spell level. So, either you can make it or you can't. It's nice.
There's some funky math, but if you're any good with excel, it's not a problem.

The system is very forgiving with advantages and disadvantages, curses, item instability, item intelligence, custom items, etc. It has a lot of advice about how to handle certain elements of it depending upon the level of magic in your game. It also lists ways to make items easier or more difficult to create, using added advantages or drawbacks.
The book itself, unfortunately, is organized like hell. I found it extremely messy, and couldn't even make much sense of the spell slot system until I organized all the factors into a single Word doc. However, that aside, it's a very promising system.
EDIT: By the way, the breakdown that I'm speaking of is something like this. A magic ring that bestows a continuous effect of a 2nd-level spell only costs about 11,560 gp to make (no XP) and has a market price of roughly 23,120 gp. That's pretty damn cheap. However, here's the part of the system that keeps the DM out of trouble; In order to make that ring, you have to be able to cast 17 2nd-level spells in a single day (you can use higher level spell slots to cast more 2nd-level spells if you need to). If you can't cast that many 2nd-level spells, you can't make it. However, once you _can_ cast that many 2nd-level spells, the item is awfully cheap (depending upon the actual effect, of course).