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<blockquote data-quote="Spatzimaus" data-source="post: 1276662" data-attributes="member: 3051"><p>Take this one point at a time.</p><p></p><p>1> Those cost guidelines are only GUIDELINES, for the DM to ballpark an item cost when inventing some new toy for his campaign. If the value of the item is clearly higher than what the guidelines suggest, it's the DM's responsibility to set an appropriate price.</p><p>For example, the classic 3.0 abuse was an item (let's say gloves) that cast Cure Minor Wounds at will. Only 900 gp by the list rules, and yet it was superior to a Ring of Regeneration (at 100 times the cost) since it could be used on other people, only needed Craft Wondrous Item, could heal damage taken after the fact, and didn't need to use a slot during combat (you could put them on afterwards). Clearly, then, 900 gp just wouldn't be a balanced price.</p><p></p><p>2> Players don't invent items/spells. They tell the DM what they want to research, the DM decides if there's a "research cost", and tells the player what the final item will cost IF he even decides to allow that item in the first place. Maybe he changes the abilities, maybe he tells the player that he'll only allow it under certain conditions.</p><p>So, if the player said "I want to invent a pair of boots that casts Haste at will, but is only usable by Neutral Good Human Wizards with 10 ranks of Spellcraft", I'd say "Well, your research tells you that only a Ring can hold that much power, the caster level has to be at least 12, and you can't find a way to add those limits to the formula".</p><p></p><p>3> Several developers have made this comment, although I can't give a link. Basically, that those skill/class/alignment cost reductions are for items added to a campaign's general population; items designed for a specific person shouldn't have the reduction since if anything, it's an ADVANTAGE to have your items be unusable to thieves and looters.</p><p>The problem with this is, creating a magic item costs a certain amount of gold, XP, and time, so it's not consistent.</p><p></p><p>The best suggestion I've seen was that these cost reductions apply to the market price in a store but have no effect on creation costs. Or, toss the whole discount thing altogether.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1276662, member: 3051"] Take this one point at a time. 1> Those cost guidelines are only GUIDELINES, for the DM to ballpark an item cost when inventing some new toy for his campaign. If the value of the item is clearly higher than what the guidelines suggest, it's the DM's responsibility to set an appropriate price. For example, the classic 3.0 abuse was an item (let's say gloves) that cast Cure Minor Wounds at will. Only 900 gp by the list rules, and yet it was superior to a Ring of Regeneration (at 100 times the cost) since it could be used on other people, only needed Craft Wondrous Item, could heal damage taken after the fact, and didn't need to use a slot during combat (you could put them on afterwards). Clearly, then, 900 gp just wouldn't be a balanced price. 2> Players don't invent items/spells. They tell the DM what they want to research, the DM decides if there's a "research cost", and tells the player what the final item will cost IF he even decides to allow that item in the first place. Maybe he changes the abilities, maybe he tells the player that he'll only allow it under certain conditions. So, if the player said "I want to invent a pair of boots that casts Haste at will, but is only usable by Neutral Good Human Wizards with 10 ranks of Spellcraft", I'd say "Well, your research tells you that only a Ring can hold that much power, the caster level has to be at least 12, and you can't find a way to add those limits to the formula". 3> Several developers have made this comment, although I can't give a link. Basically, that those skill/class/alignment cost reductions are for items added to a campaign's general population; items designed for a specific person shouldn't have the reduction since if anything, it's an ADVANTAGE to have your items be unusable to thieves and looters. The problem with this is, creating a magic item costs a certain amount of gold, XP, and time, so it's not consistent. The best suggestion I've seen was that these cost reductions apply to the market price in a store but have no effect on creation costs. Or, toss the whole discount thing altogether. [/QUOTE]
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