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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
EN Publishing
New 44-Page Elements of Magic (Revised) Preview!
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="RangerWickett" data-source="post: 1309579" data-attributes="member: 63"><p>A few things get changed around because of the differences in systems. In EOM, there is no such thing as a luck bonus, divine bonus, or natural armor bonus. Now, mind you, I don't have the Epic Level Handbook, and couldn't really use its rules for epic magic items anyway because <em>that</em> part is not open content, but the magic item costs do end up being very close to things in the DMG, as long as you stick to the normal +5 limit.</p><p></p><p>As a basic guideline, for enduring magic items (like stat-boosters, flight items, etc.), take the MP cost of the appropriate spell, add 1 to that, square it, and multiply by 1000gp. This took an excruciatingly long time to tweak and develop, to make sure that we could directly tie magic items in with the EOM magic system, keep costs at the right level, and keep the spells at the right level.</p><p></p><p>Now, the issue we get into is that the core rulebooks cap certain effects, but we wanted to avoid that. I mean, if you want a high-level spell to boost Str or AC, it should be an option. In the core rulebooks, very few high-level spells provide statistical bonuses. You can't get a stat mod above +4 in the core spells, can't get an AC bonus much above . . . I think also +4, maybe a bit higher for some of the high-end Cleric spells. Now, that works fine when you learn individual spells, but a major part of EOM is that a single spell list can go from 0 to 20 MP (0th to 9th level spells), and core rulebook effects of this sort level off after 6 or 7 MP.</p><p></p><p>So we kept the ability to keep advancing, but at a slower rate. 5 MP gets you +6 Str, but 10 MP only gets you +8; 5 MP gets you a +5 enhancement bonus to a weapon, but 10 MP only gets you +7. It is possible to make very powerful items, but they're prohibitively expensive. Now, the cost for that +10 enhancement +10 deflection full plate was actually the cost for +10 enhancement full plate and some other +10 deflection item. Any given item can only have one spell on it, so you'd have to be a 40th level caster to make a single item with both effects (and it'd cost 1.6 million gp).</p><p></p><p>The costs for items are really close when you're at modest levels. +5 full plate is still 25,000gp, +6 stat boost items are still 36,000gp. The only noticeable change is in weapons, and that's because all attempts to make the weapon costs fit into the same system as everything else and also match the core prices just didn't work. If you notice, in the core rules, a +2 Sword costs 8000gp, but a +2 Armor costs 4000. It seemed silly to just say 'double the prices of all weapons,' so we finagled with the pricing of spells and such, and worked it out like this:</p><p></p><p>+1 sword - 4000gp (conveniently, this is the same cost as for a +2 Str item; both items give you +1 to attack and damage)</p><p>+2 sword - 9000gp</p><p>+3 sword - 16,000gp</p><p>+4 sword - 25,000gp</p><p>+5 sword - 36,000gp</p><p>+6 sword - 64,000gp</p><p>+7 sword - 100,000gp</p><p>+8 sword - 169,000gp</p><p>+9 sword - 289,000gp</p><p></p><p>In the core rules, the prices are:</p><p>+1 - 2000</p><p>+2 - 8000</p><p>+3 - 18,000</p><p>+4 - 32,000</p><p>+5 - 50,000</p><p></p><p>The cost of the +5 keen ghost touch +2d6 force (fire, etc.) weapon is made from an Infuse Force 5/Infuse Space 2/Create Force 2 spell (total MP cost 9). Add 1 more for the magic item creation, square and x1000gp, and we get 100,000gp, half of the core price. If I'd just made it +5 keen, the cost would be 49,000, as opposed to 72,000 core.</p><p></p><p>Magic items were a sticking point, yes, and after reviewing your points, I'm considering upping the costs for a few spell effects. Ask me about any other item, though, and it should be pretty close to core.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1309579, member: 63"] A few things get changed around because of the differences in systems. In EOM, there is no such thing as a luck bonus, divine bonus, or natural armor bonus. Now, mind you, I don't have the Epic Level Handbook, and couldn't really use its rules for epic magic items anyway because [i]that[/i] part is not open content, but the magic item costs do end up being very close to things in the DMG, as long as you stick to the normal +5 limit. As a basic guideline, for enduring magic items (like stat-boosters, flight items, etc.), take the MP cost of the appropriate spell, add 1 to that, square it, and multiply by 1000gp. This took an excruciatingly long time to tweak and develop, to make sure that we could directly tie magic items in with the EOM magic system, keep costs at the right level, and keep the spells at the right level. Now, the issue we get into is that the core rulebooks cap certain effects, but we wanted to avoid that. I mean, if you want a high-level spell to boost Str or AC, it should be an option. In the core rulebooks, very few high-level spells provide statistical bonuses. You can't get a stat mod above +4 in the core spells, can't get an AC bonus much above . . . I think also +4, maybe a bit higher for some of the high-end Cleric spells. Now, that works fine when you learn individual spells, but a major part of EOM is that a single spell list can go from 0 to 20 MP (0th to 9th level spells), and core rulebook effects of this sort level off after 6 or 7 MP. So we kept the ability to keep advancing, but at a slower rate. 5 MP gets you +6 Str, but 10 MP only gets you +8; 5 MP gets you a +5 enhancement bonus to a weapon, but 10 MP only gets you +7. It is possible to make very powerful items, but they're prohibitively expensive. Now, the cost for that +10 enhancement +10 deflection full plate was actually the cost for +10 enhancement full plate and some other +10 deflection item. Any given item can only have one spell on it, so you'd have to be a 40th level caster to make a single item with both effects (and it'd cost 1.6 million gp). The costs for items are really close when you're at modest levels. +5 full plate is still 25,000gp, +6 stat boost items are still 36,000gp. The only noticeable change is in weapons, and that's because all attempts to make the weapon costs fit into the same system as everything else and also match the core prices just didn't work. If you notice, in the core rules, a +2 Sword costs 8000gp, but a +2 Armor costs 4000. It seemed silly to just say 'double the prices of all weapons,' so we finagled with the pricing of spells and such, and worked it out like this: +1 sword - 4000gp (conveniently, this is the same cost as for a +2 Str item; both items give you +1 to attack and damage) +2 sword - 9000gp +3 sword - 16,000gp +4 sword - 25,000gp +5 sword - 36,000gp +6 sword - 64,000gp +7 sword - 100,000gp +8 sword - 169,000gp +9 sword - 289,000gp In the core rules, the prices are: +1 - 2000 +2 - 8000 +3 - 18,000 +4 - 32,000 +5 - 50,000 The cost of the +5 keen ghost touch +2d6 force (fire, etc.) weapon is made from an Infuse Force 5/Infuse Space 2/Create Force 2 spell (total MP cost 9). Add 1 more for the magic item creation, square and x1000gp, and we get 100,000gp, half of the core price. If I'd just made it +5 keen, the cost would be 49,000, as opposed to 72,000 core. Magic items were a sticking point, yes, and after reviewing your points, I'm considering upping the costs for a few spell effects. Ask me about any other item, though, and it should be pretty close to core. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
New 44-Page Elements of Magic (Revised) Preview!
Top