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<blockquote data-quote="Kerrick" data-source="post: 3437509" data-attributes="member: 4722"><p>I don't know... We're not arguing about established principles of D&D item creation anymore - this is entirely new territory. </p><p></p><p>This sentence: </p><p></p><p></p><p>Seems to apply to this one:</p><p></p><p></p><p>Which directly refers to common effects. The only example they give is adding a +2 Dex bonus to an existing item, without a price hike. Fair enough, that part's spelled out pretty clearly. BUT, there's absolutely no evidence to show that you can add a "special effect" (read: an additional ability) to an item that has a common effect without a price hike. I suppose you could interpret it that way, based on the previous example (adding effects is always 1.5 times the lower-priced ability), and be technically correct, but I'm just opposed to the whole concept (which is not why I was arguing the point in the first place, but that's beside the point).</p><p></p><p></p><p>You're mixing metaphors. Improving items isn't the same as adding additional abilities - they use different pricing schemes. Additional abilities are 1.5 times the lower cost, and improved abilities are the higher minus the lower.</p><p></p><p></p><p>Wrong. If you look in your 3.5 DMG, it's 2 times the <em>higher</em> cost. They DID change it in the MIC; they just didn't mention it in a sidebar for some reason, instead choosing to write it in obscure verbiage that a 10-year-old could have done better.</p><p></p><p></p><p>I suppose I asked for that one.</p><p></p><p></p><p>Pfft. You merely guided me on the path; I found enlightenment on my own. <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: 3437509, member: 4722"] I don't know... We're not arguing about established principles of D&D item creation anymore - this is entirely new territory. This sentence: Seems to apply to this one: Which directly refers to common effects. The only example they give is adding a +2 Dex bonus to an existing item, without a price hike. Fair enough, that part's spelled out pretty clearly. BUT, there's absolutely no evidence to show that you can add a "special effect" (read: an additional ability) to an item that has a common effect without a price hike. I suppose you could interpret it that way, based on the previous example (adding effects is always 1.5 times the lower-priced ability), and be technically correct, but I'm just opposed to the whole concept (which is not why I was arguing the point in the first place, but that's beside the point). You're mixing metaphors. Improving items isn't the same as adding additional abilities - they use different pricing schemes. Additional abilities are 1.5 times the lower cost, and improved abilities are the higher minus the lower. Wrong. If you look in your 3.5 DMG, it's 2 times the [i]higher[/i] cost. They DID change it in the MIC; they just didn't mention it in a sidebar for some reason, instead choosing to write it in obscure verbiage that a 10-year-old could have done better. I suppose I asked for that one. Pfft. You merely guided me on the path; I found enlightenment on my own. :p [/QUOTE]
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