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Magic item creation - this one seems wrong...
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<blockquote data-quote="Spatzimaus" data-source="post: 848842" data-attributes="member: 3051"><p><strong>Re: Re: Magic item creation - this one seems wrong...</strong></p><p></p><p></p><p></p><p>Concise, polite, a bit short, but it took about 5 hours. I give it 3 stars; it's got a beat, but I can't dance to it.</p><p></p><p>Like he said, these rules are for DMs to make new items, not players. In general, unlimited-use or continuous items are dangerous, because they remove duration and targetting as a balance factor. Mage Armor lasts 1 hour per level and can be cast on others. Shield lasts 1 minute per level and is self-only. But, when put into a continuous item, all that matters is the effect, so Shield comes out on top.</p><p></p><p>Now, each DM may have his own rules for what's acceptable when designing a new item; here's mine:</p><p>***HOUSE RULE (sorta) ALERT***</p><p>1> If you want continuous effect or unlimited-use effects, you need a Ring or Rod. None of this "we can do everything in a Wondrous Item" stuff. I think it was the Sage who clarified this as the "quacks like a duck" policy.</p><p>For DMG Wondrous Items that do this already *cough*Boots of S&S*cough*, switch them to 5/day.</p><p>2> No item should have a caster level less than that needed for its Feat.</p><p>3> (Not really needed, I just do this): You can't stick any stat bonus in any slot. Each stat (STR, DEX, etc., plus Natural Armor, Armor AC, Deflection AC, +saves, and such) is tied to two or three specific slots.</p><p>One of these slots (the one listed in the DMG) can go up to +6, the others cap at +4 (except Armor bonuses, which cap at +8/+5)</p><p>Also, all boosting items IMC explicitly require a caster level of 3*bonus (except for ones giving an Armor bonus, which only require 2*bonus). No more making a +6 Cloak of Charisma at level 3.</p><p></p><p>Between those guidelines, it's been pretty hard to find a truly broken item. Most of this isn't truly a House Rule, because it's already the DM's call how to price items, and it's explicitly said that certain items should be increased in price if the effect is powerful. The House Rule part is where I suggested changing existing DMG items to follow these guidelines.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 848842, member: 3051"] [b]Re: Re: Magic item creation - this one seems wrong...[/b] Concise, polite, a bit short, but it took about 5 hours. I give it 3 stars; it's got a beat, but I can't dance to it. Like he said, these rules are for DMs to make new items, not players. In general, unlimited-use or continuous items are dangerous, because they remove duration and targetting as a balance factor. Mage Armor lasts 1 hour per level and can be cast on others. Shield lasts 1 minute per level and is self-only. But, when put into a continuous item, all that matters is the effect, so Shield comes out on top. Now, each DM may have his own rules for what's acceptable when designing a new item; here's mine: ***HOUSE RULE (sorta) ALERT*** 1> If you want continuous effect or unlimited-use effects, you need a Ring or Rod. None of this "we can do everything in a Wondrous Item" stuff. I think it was the Sage who clarified this as the "quacks like a duck" policy. For DMG Wondrous Items that do this already *cough*Boots of S&S*cough*, switch them to 5/day. 2> No item should have a caster level less than that needed for its Feat. 3> (Not really needed, I just do this): You can't stick any stat bonus in any slot. Each stat (STR, DEX, etc., plus Natural Armor, Armor AC, Deflection AC, +saves, and such) is tied to two or three specific slots. One of these slots (the one listed in the DMG) can go up to +6, the others cap at +4 (except Armor bonuses, which cap at +8/+5) Also, all boosting items IMC explicitly require a caster level of 3*bonus (except for ones giving an Armor bonus, which only require 2*bonus). No more making a +6 Cloak of Charisma at level 3. Between those guidelines, it's been pretty hard to find a truly broken item. Most of this isn't truly a House Rule, because it's already the DM's call how to price items, and it's explicitly said that certain items should be increased in price if the effect is powerful. The House Rule part is where I suggested changing existing DMG items to follow these guidelines. [/QUOTE]
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