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Magic Item Pricing Advice Sought...
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<blockquote data-quote="Spatzimaus" data-source="post: 972827" data-attributes="member: 3051"><p>I'll give the dcollins response:</p><p></p><p>***GENERIC RANT***</p><p></p><p>Any item not in the DMG is not allowed unless the DM says so. The item pricing guidelines in the DMG are for the DM to ballpark a new item; they are NOT for players to use.</p><p></p><p>So, first of all, you don't need to allow these items AT ALL. It's your call, no matter how much the player complains.</p><p></p><p>Second, the price is also your call. There's no "milking out the last copper", since that price table is just GUIDELINES for YOU. Not construction rules for him. Use whatever price seems appropriate. For example, an item that casts Cure Minor Wounds at will on command should cost, by the book, 900 gp. But, it's basically giving you Fast Healing 1 as long as you're not in combat AND can target other people, which makes it far better than a Ring of Regeneration.</p><p></p><p>***/GENERIC RANT***</p><p></p><p>Now, as to the items suggested:</p><p>ARMBAND OF HEALING:</p><p>Deathwatch is a detection spell. Contingency is a trigger spell. In general, that'd mean Deathwatch isn't enough, although you could be nice by saying that the item ONLY triggers if you fall unconscious. A nice compromise would be to create a Minor Contingency spell that only triggers 1st-level spells, and use that AND Deathwatch. Then, you're both happy.</p><p></p><p>Also, for pricing reasons, you should note that the item has a caster level, not the individual spells on it. Not everyone plays this way, and the rules aren't very clear, so YMMV. But even without this, you wouldn't price the spells that way. It's not actually CASTING Deathwatch/Contingency, so the Deathwatch part won't even HAVE a caster level, let alone be priced separately.</p><p></p><p>And what do you mean by "double the first power"? These aren't two separate, unrelated abilities; they're just both prerequisites for the single ability of the item. The only way you'd use those spell prices is if it said "cast CSW 1/day, cast Deathwatch 1/day"</p><p>(Well, it's not quite a single ability, but since they both count against the 1/day limit you wouldn't charge twice for the CSW)</p><p>And what's the "+10% for focus"? First, the +10% rule for additional effects in the DMG was a misprint, it's +100%. See the errata. Second, as I mentioned above, you're not actually letting the user cast Contingency (if he was, he'd get to pick which spell it triggered and what conditions), so you wouldn't even use those pricing rules.</p><p></p><p>Now, this assumes by "armband" you mean that it takes the Bracer slot. If not, you'd double for being slotless.</p><p></p><p>So anyway, here's what I'd do:</p><p>1> Remove the command-word activation part, so that it's only triggered by falling below 0. This won't always save you from being alive, since you can easily go from +0 to -10 in one shot.</p><p>2> Make it take a Bracer slot explicitly. Better yet, make it a matched pair that takes BOTH bracer slots. Really, though, this should be a Ring under the classic "Quacks Like A Duck" design philosophy.</p><p>3> Charge 10k or so for it. 6k for being a 1/day use-activated CSW effect at CL 5, plus more for the triggering.</p><p></p><p>VEST OF FLIGHT:</p><p>First, on the boot thing: "interruptible" spell items tend to cost about 50% more, so think of it more as a use-activated 2 use/day item that only gets 2/3 effectiveness to make up for the interruption thing. That makes the price 2000 * 3 * 5 * 2/5 = 12000.</p><p></p><p>Also compare to the Wings of Flying: command-activated Fly at 5th caster level, for 22,000 gp (note: the book says 5500, it was errata'd). Takes up the cloak slot, makes giant wings (big downside)</p><p></p><p>So, the price he's quoting isn't unreasonable for 1 use per day, but again, those are guidelines for you, the DM, not construction rules for him. The ability to fly is a huge benefit, especially for the sort of wingless flight the spell gives you. I simply allow an item that gives this sort of thing for less than 10k, especially if he wants it to occupy a useless slot like Vest.</p><p></p><p>GLOVES OF THE CHILLING FIST:</p><p>Just Say No. Really, that'd be my first reaction.</p><p></p><p>9 uses per activation will be enough to have the effect on pretty much every successful attack in a single fight. The only saving grace is that the item's saving throw DC (11) will suck so hard that by high levels no one will ever take the Strength damage.</p><p></p><p>But like you noted, a spell that's effectively always on should be priced by its effects, not on the spell that causes it. You can't just price it as a weapon enhancement, since as written it can stack with the effects of those Bracers of Striking or whatever you call them.</p><p></p><p>The bigger problem is that as written, Chill Touch has no maximum duration. Now, an average day will have more than 2 fights. So, you could just say:</p><p>> All "charges" must be used within a minute of activation.</p><p>> If you roll a 1 on an attack roll, you hit yourself.</p><p>That way, the Monk has no choice but to spend the first round of combat activating the gloves.</p><p></p><p>As for price, you should look in Sword and Fist at some of the other Monk-only items in there, but I wouldn't let this go for less than 10k. But like I said before, I'd be more likely to say "no, you can't do that" outright. Or maybe make it a 50-charge item...</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 972827, member: 3051"] I'll give the dcollins response: ***GENERIC RANT*** Any item not in the DMG is not allowed unless the DM says so. The item pricing guidelines in the DMG are for the DM to ballpark a new item; they are NOT for players to use. So, first of all, you don't need to allow these items AT ALL. It's your call, no matter how much the player complains. Second, the price is also your call. There's no "milking out the last copper", since that price table is just GUIDELINES for YOU. Not construction rules for him. Use whatever price seems appropriate. For example, an item that casts Cure Minor Wounds at will on command should cost, by the book, 900 gp. But, it's basically giving you Fast Healing 1 as long as you're not in combat AND can target other people, which makes it far better than a Ring of Regeneration. ***/GENERIC RANT*** Now, as to the items suggested: ARMBAND OF HEALING: Deathwatch is a detection spell. Contingency is a trigger spell. In general, that'd mean Deathwatch isn't enough, although you could be nice by saying that the item ONLY triggers if you fall unconscious. A nice compromise would be to create a Minor Contingency spell that only triggers 1st-level spells, and use that AND Deathwatch. Then, you're both happy. Also, for pricing reasons, you should note that the item has a caster level, not the individual spells on it. Not everyone plays this way, and the rules aren't very clear, so YMMV. But even without this, you wouldn't price the spells that way. It's not actually CASTING Deathwatch/Contingency, so the Deathwatch part won't even HAVE a caster level, let alone be priced separately. And what do you mean by "double the first power"? These aren't two separate, unrelated abilities; they're just both prerequisites for the single ability of the item. The only way you'd use those spell prices is if it said "cast CSW 1/day, cast Deathwatch 1/day" (Well, it's not quite a single ability, but since they both count against the 1/day limit you wouldn't charge twice for the CSW) And what's the "+10% for focus"? First, the +10% rule for additional effects in the DMG was a misprint, it's +100%. See the errata. Second, as I mentioned above, you're not actually letting the user cast Contingency (if he was, he'd get to pick which spell it triggered and what conditions), so you wouldn't even use those pricing rules. Now, this assumes by "armband" you mean that it takes the Bracer slot. If not, you'd double for being slotless. So anyway, here's what I'd do: 1> Remove the command-word activation part, so that it's only triggered by falling below 0. This won't always save you from being alive, since you can easily go from +0 to -10 in one shot. 2> Make it take a Bracer slot explicitly. Better yet, make it a matched pair that takes BOTH bracer slots. Really, though, this should be a Ring under the classic "Quacks Like A Duck" design philosophy. 3> Charge 10k or so for it. 6k for being a 1/day use-activated CSW effect at CL 5, plus more for the triggering. VEST OF FLIGHT: First, on the boot thing: "interruptible" spell items tend to cost about 50% more, so think of it more as a use-activated 2 use/day item that only gets 2/3 effectiveness to make up for the interruption thing. That makes the price 2000 * 3 * 5 * 2/5 = 12000. Also compare to the Wings of Flying: command-activated Fly at 5th caster level, for 22,000 gp (note: the book says 5500, it was errata'd). Takes up the cloak slot, makes giant wings (big downside) So, the price he's quoting isn't unreasonable for 1 use per day, but again, those are guidelines for you, the DM, not construction rules for him. The ability to fly is a huge benefit, especially for the sort of wingless flight the spell gives you. I simply allow an item that gives this sort of thing for less than 10k, especially if he wants it to occupy a useless slot like Vest. GLOVES OF THE CHILLING FIST: Just Say No. Really, that'd be my first reaction. 9 uses per activation will be enough to have the effect on pretty much every successful attack in a single fight. The only saving grace is that the item's saving throw DC (11) will suck so hard that by high levels no one will ever take the Strength damage. But like you noted, a spell that's effectively always on should be priced by its effects, not on the spell that causes it. You can't just price it as a weapon enhancement, since as written it can stack with the effects of those Bracers of Striking or whatever you call them. The bigger problem is that as written, Chill Touch has no maximum duration. Now, an average day will have more than 2 fights. So, you could just say: > All "charges" must be used within a minute of activation. > If you roll a 1 on an attack roll, you hit yourself. That way, the Monk has no choice but to spend the first round of combat activating the gloves. As for price, you should look in Sword and Fist at some of the other Monk-only items in there, but I wouldn't let this go for less than 10k. But like I said before, I'd be more likely to say "no, you can't do that" outright. Or maybe make it a 50-charge item... [/QUOTE]
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