Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Items charges starting at 100
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Matthias" data-source="post: 5697752" data-attributes="member: 3625"><p>Doubling the price on a 100-charge wand/wondrous item would be the simplest approach, I suppose.</p><p></p><p>I should drop the random failure chance with "Use Magic Device to make the darn thing work" concepts, and the extra prerequisites to Item Creation feats--the objections to these are compelling.</p><p></p><p>The concept of preowned & salvaged items having randomized charges potentially going over 50 (but usually not) should probably be enough to suitably implement the 100-charge limit. The stated cost for any given item (with 50 charges assumed) could be retconned as the "average market price" of a used item, with the fully-charged versions drawing up to twice the standard cost and low-charged items (25 or less) drawing half the standard cost (or perhaps even less).</p><p></p><p></p><p></p><p>Here is the rewrite of the House Rules I want to experiment with.</p><p></p><p></p><p>(A) Charged items (such as wands and some wondrous items) are created having 50 charges by default, but can be created with up to 100 charges by item-crafters who have taken the Improved Charged Item feat (see below). Rarely will player characters encounter a item with more than 50 charges unless they make it themselves, commission its manufacture, or find one at a high-quality magic shop.</p><p></p><p></p><p></p><p>(B) As with any treasure item in some random hidden/guarded treasure hoard, charged magic items can be found in various states of disrepair. The following table is suggested to generate a random number of charges for a charged item in a condition appropriate to the condition of the hoard or collection of items it belongs to.</p><p></p><p>[code][font=courier]</p><p> NORMAL IMPROVED</p><p> VERSION VERSION</p><p></p><p> No. of No. of</p><p>Condition ..... Charges ..... Charges</p><p></p><p>New ..... 50 ..... 100 </p><p>Very Good ..... 30+3d4 ..... 50+7d6</p><p>Good ..... 20+4d4 ..... 40+6d6</p><p>Average ..... 15+4d4 ..... 30+6d6</p><p>Used ..... 10+5d4 ..... 20+5d6</p><p>Shoddy ..... 5d4 ..... 10+4d6</p><p>Junk ..... 3d4 ..... 4d6</p><p>Burnt Out ..... 1d4 ..... 1d8</p><p>[/font][/code]</p><p></p><p></p><p></p><p>(C) The stated market price for a charged item is for a fully-charged normal version of the item (with 50 charges). While the normal version of any charged item will have 50 or fewer charges, a mint-condition version of an enhanced version of the item, carrying up to 100 charges, can draw up to twice this average price, whereas well-used versions of a charged item with less than 25 charges remaining may fetch only half the average price (or even less).</p><p></p><p></p><p></p><p>(D) Item Creation Feats</p><p></p><p>The following feats will be included in the repertoire of available Item Creation feats.</p><p></p><p>For any Item Creation Feat, there is a minimum Int and Wis score requirement equal to 10 + the minimum caster level. Example: Craft Wand (CL 5) would require an Int and Wis of 15.</p><p></p><p>[code][font=courier]</p><p> Caster</p><p>Item Creation feat ..... Level ..... Other Prerequisites</p><p></p><p>Craft Cursed Item* ..... 3rd ..... Item Creation feat appropriate to</p><p> cursed item, any two other Item</p><p> Creation feats</p><p>Craft Intelligent Item** ..... 7th ..... Craft Construct feat, Item Creation</p><p> feat appropriate to intelligent</p><p> item, any two other Item Creation</p><p> feats</p><p>Improved Charged Item*** ..... 9th ..... Item Creation feat appropriate to</p><p> improved charged item, any two</p><p> other Item Creation feats</p><p>[/font][/code]</p><p><span style="font-family: 'courier'"></span></p><p><span style="font-family: 'courier'">* Anyone can make a cursed item by accident, and can probably make a specific cursed item by trying to make its "good twin" and being sloppy in their work. I like the idea of a feat that gives a magic-crafter the ability to customize his cursed item any way he wants. I wrote up a complete description of the feat at the end of this article for anyone who's interested.</span></p><p><span style="font-family: 'courier'"></span></p><p><span style="font-family: 'courier'">** I know there's no such feat but intelligent items are so interesting and unusual compared to "ordinary" magic items that it seems odd to not have something like a separate feat to represent learning the secret to creating artificial sentience using magic. Compare this to the purpose and design behind Craft Construct.</span></p><p><span style="font-family: 'courier'"></span></p><p><span style="font-family: 'courier'">***Each instance of this feat applies only to a single type of magic item, such as wands or staves. </span></p><p><span style="font-family: 'courier'"></span></p><p></p><p></p><p></p><p><strong>Craft Cursed Item (Item Creation)</strong></p><p></p><p><em>You can fashion customizable cursed items and cannot fall prey to the cursed items you yourself create.</em></p><p><em></em></p><p><em>Prerequisites: Caster level 3rd, the Item Creation feat appropriate to the normal version of the item, and any two other Item Creation feats.</em></p><p><em></em></p><p><em>Benefit: You can create a wide variety of cursed items, including specific cursed items. During the process of creating the normal version of the cursed item you want, you are able to decide what curses are imbued in that item. Further, you can imbue a curse in an existing normal magic item as though you were adding a new ability to it.</em></p><p><em></em></p><p><em>Finally, you are immune to any curses imbued in a cursed magic item created by you, whether purposefully or otherwise (but not to curses added by others to items you previously created as normal magical items).</em></p><p><em></em></p><p><em>Imbuing a curse in an item requires additional time invested in crafting the cursed item. Intermittent-function curses (whether unreliable, dependent, or uncontrolled), restriction curses, and drawback curses require one day's labor for each curse imbued. Delusional and opposite-effect curses each require three days' work. All other rules for cursed-item creation are identical to those governing the creation of normal versions of the cursed item's type. More powerful curses may also require certain raw materials appropriate to the nature of the detrimental effect to be imposed on the victim (DM's discretion). For example, a cursed Helm of Telepathy that only allows mental interactions with outsiders of an evil alignment might have been crafted with drops of fiendish blood as part of the raw materials.</em></p><p><em></em></p><p><em>Normal: Casters have little or no control over what drawbacks, delusions, or other negative effects that may appear in a cursed magic item.</em></p><p></p><p></p><p></p><p><strong>Craft Intelligent Item (Item Creation)</strong></p><p></p><p><em>You are able to create magic items with intelligence, and you gain resistance to ego domination by any powerful intelligent items created by you.</em></p><p><em></em></p><p><em>Prerequisites: Caster level 7th, Craft Construct feat, the Item Creation feat appropriate to the intelligent item, and any two other Item Creation feats.</em></p><p><em></em></p><p><em>Benefit: You are able to weave a tiny bit of your own essence into the magical energies you imbue into a crafted magic items, granting it sentience. It takes additional time and labor to create an intelligent version of a magic item. Crafting an intelligent magic item requires a week's worth of labor in addition to the work already invested, plus an additional amount of labor for a number of days equal to the intelligent item's Ego score. Furthermore, you gain a +4 competence bonus to Will saving throws against domination attempts by any intelligent magic item created by you.</em></p><p><em></em></p><p><em>Special: Very rarely, some permanent magic item will develop sentience on their own.</em></p><p></p><p></p><p></p><p><strong>Improved Charged Item (Item Creation)</strong></p><p></p><p><em>You are able to endow your crafted magic items with double the normal initial charges.</em></p><p><em></em></p><p><em>Prerequisites: Caster level 9th, the Item Creation feat appropriate to the improved charged item, and any two other Item Creation feats.</em></p><p><em></em></p><p><em>Benefit: Choose a type of magic item which can carry charges, such as wands, staves, rings, or wondrous items. Charged items you create of this type begin with double the normal number of charges as normal. You must still provide any additional material components. Creating an improved charged item requires twice the amount of time invested to create as normal.</em></p><p><em></em></p><p><em>Normal: Wands normally have 50 charges when created and staves normally have 10 charges. Certain wondrous items and rings may also have up to 50 charges.</em></p><p><em></em></p><p><em>Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of magic item.</em></p></blockquote><p></p>
[QUOTE="Matthias, post: 5697752, member: 3625"] Doubling the price on a 100-charge wand/wondrous item would be the simplest approach, I suppose. I should drop the random failure chance with "Use Magic Device to make the darn thing work" concepts, and the extra prerequisites to Item Creation feats--the objections to these are compelling. The concept of preowned & salvaged items having randomized charges potentially going over 50 (but usually not) should probably be enough to suitably implement the 100-charge limit. The stated cost for any given item (with 50 charges assumed) could be retconned as the "average market price" of a used item, with the fully-charged versions drawing up to twice the standard cost and low-charged items (25 or less) drawing half the standard cost (or perhaps even less). Here is the rewrite of the House Rules I want to experiment with. (A) Charged items (such as wands and some wondrous items) are created having 50 charges by default, but can be created with up to 100 charges by item-crafters who have taken the Improved Charged Item feat (see below). Rarely will player characters encounter a item with more than 50 charges unless they make it themselves, commission its manufacture, or find one at a high-quality magic shop. (B) As with any treasure item in some random hidden/guarded treasure hoard, charged magic items can be found in various states of disrepair. The following table is suggested to generate a random number of charges for a charged item in a condition appropriate to the condition of the hoard or collection of items it belongs to. [code][font=courier] NORMAL IMPROVED VERSION VERSION No. of No. of Condition ..... Charges ..... Charges New ..... 50 ..... 100 Very Good ..... 30+3d4 ..... 50+7d6 Good ..... 20+4d4 ..... 40+6d6 Average ..... 15+4d4 ..... 30+6d6 Used ..... 10+5d4 ..... 20+5d6 Shoddy ..... 5d4 ..... 10+4d6 Junk ..... 3d4 ..... 4d6 Burnt Out ..... 1d4 ..... 1d8 [/font][/code] (C) The stated market price for a charged item is for a fully-charged normal version of the item (with 50 charges). While the normal version of any charged item will have 50 or fewer charges, a mint-condition version of an enhanced version of the item, carrying up to 100 charges, can draw up to twice this average price, whereas well-used versions of a charged item with less than 25 charges remaining may fetch only half the average price (or even less). (D) Item Creation Feats The following feats will be included in the repertoire of available Item Creation feats. For any Item Creation Feat, there is a minimum Int and Wis score requirement equal to 10 + the minimum caster level. Example: Craft Wand (CL 5) would require an Int and Wis of 15. [code][font=courier] Caster Item Creation feat ..... Level ..... Other Prerequisites Craft Cursed Item* ..... 3rd ..... Item Creation feat appropriate to cursed item, any two other Item Creation feats Craft Intelligent Item** ..... 7th ..... Craft Construct feat, Item Creation feat appropriate to intelligent item, any two other Item Creation feats Improved Charged Item*** ..... 9th ..... Item Creation feat appropriate to improved charged item, any two other Item Creation feats [/font][/code] [font=courier] * Anyone can make a cursed item by accident, and can probably make a specific cursed item by trying to make its "good twin" and being sloppy in their work. I like the idea of a feat that gives a magic-crafter the ability to customize his cursed item any way he wants. I wrote up a complete description of the feat at the end of this article for anyone who's interested. ** I know there's no such feat but intelligent items are so interesting and unusual compared to "ordinary" magic items that it seems odd to not have something like a separate feat to represent learning the secret to creating artificial sentience using magic. Compare this to the purpose and design behind Craft Construct. ***Each instance of this feat applies only to a single type of magic item, such as wands or staves. [/font] [b]Craft Cursed Item (Item Creation)[/b] [i]You can fashion customizable cursed items and cannot fall prey to the cursed items you yourself create. Prerequisites: Caster level 3rd, the Item Creation feat appropriate to the normal version of the item, and any two other Item Creation feats. Benefit: You can create a wide variety of cursed items, including specific cursed items. During the process of creating the normal version of the cursed item you want, you are able to decide what curses are imbued in that item. Further, you can imbue a curse in an existing normal magic item as though you were adding a new ability to it. Finally, you are immune to any curses imbued in a cursed magic item created by you, whether purposefully or otherwise (but not to curses added by others to items you previously created as normal magical items). Imbuing a curse in an item requires additional time invested in crafting the cursed item. Intermittent-function curses (whether unreliable, dependent, or uncontrolled), restriction curses, and drawback curses require one day's labor for each curse imbued. Delusional and opposite-effect curses each require three days' work. All other rules for cursed-item creation are identical to those governing the creation of normal versions of the cursed item's type. More powerful curses may also require certain raw materials appropriate to the nature of the detrimental effect to be imposed on the victim (DM's discretion). For example, a cursed Helm of Telepathy that only allows mental interactions with outsiders of an evil alignment might have been crafted with drops of fiendish blood as part of the raw materials. Normal: Casters have little or no control over what drawbacks, delusions, or other negative effects that may appear in a cursed magic item.[/i] [b]Craft Intelligent Item (Item Creation)[/b] [i]You are able to create magic items with intelligence, and you gain resistance to ego domination by any powerful intelligent items created by you. Prerequisites: Caster level 7th, Craft Construct feat, the Item Creation feat appropriate to the intelligent item, and any two other Item Creation feats. Benefit: You are able to weave a tiny bit of your own essence into the magical energies you imbue into a crafted magic items, granting it sentience. It takes additional time and labor to create an intelligent version of a magic item. Crafting an intelligent magic item requires a week's worth of labor in addition to the work already invested, plus an additional amount of labor for a number of days equal to the intelligent item's Ego score. Furthermore, you gain a +4 competence bonus to Will saving throws against domination attempts by any intelligent magic item created by you. Special: Very rarely, some permanent magic item will develop sentience on their own.[/i] [b]Improved Charged Item (Item Creation)[/b] [i]You are able to endow your crafted magic items with double the normal initial charges. Prerequisites: Caster level 9th, the Item Creation feat appropriate to the improved charged item, and any two other Item Creation feats. Benefit: Choose a type of magic item which can carry charges, such as wands, staves, rings, or wondrous items. Charged items you create of this type begin with double the normal number of charges as normal. You must still provide any additional material components. Creating an improved charged item requires twice the amount of time invested to create as normal. Normal: Wands normally have 50 charges when created and staves normally have 10 charges. Certain wondrous items and rings may also have up to 50 charges. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of magic item.[/i] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Items charges starting at 100
Top