Price Check: Ring of Enlarge Person 1/day


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frankthedm said:
I definitely say enlarge person should carry extra cost. IMHO is seems obvious the effect was made stronger in 3.5 to give front line PCs a "leg up" against foes. Now as long as another PC was supplying the effect with a clunky short range and 1 round casting time, It was reasonably balanced. But when you take away the opportunity cost, allowing the caster to move in that first round of combat while only the tank activates the effect, I say the effect should be costed as a 2nd level spell.

That's entirely reasonable. Let's pretend that you have to apply the Rapid Spell feat (turns it into a standard action to cast), which is a +1 level. Then that's 2 (level) * 3 (caster) * 2000 (activated) / 5 = 2400gp. Hell, even 4000gp would have been reasonable. I would have had to think pretty hard about whether I wanted it. But he priced this knowing that I would be unable to afford it with the starting money we're allotted.

I think I'll just take the 2000gp and buy a bunch of potions of it. A minotaur can carry quite a few potions :D
 

10,000 gold pieces looks about like the price of what it would be for a continuous use item.

If the item was limited to only be able increase the size of the wearer up to a maximum of medium size it would be a lot less in my opinion.

I also think that the 1 round casting time of the spell should be reduced to something more manageable. Either a standard action or a full-round action. The same with reduce person.
 


BTW, while I agree with the costing of the Enlarge Person potion in the DMG, It was most likly a copy and paste error. Potions get that duration reduction for free. Any casting time of less than a minute becomes a standard action to drink.

Another potion list error was only 1 Lesser restoration potion being listed in the DMG, when there actually are 12...

[sblock=12 flavors of lesser restoration]Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect —the caster who brewed the potion has already done so.

So potions of

Restoration, Lesser
Conjuration (Healing)
Level: Clr 2, Drd 2, Pal 1
Components: V, S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.


come in 12 flavors!

Dispels any magical effects reducing Strength and eliminates any fatigue, and improves an exhausted condition to fatigued.
Dispels any magical effects reducing Dexterity and eliminates any fatigue, and improves an exhausted condition to fatigued.
Dispels any magical effects reducing Constitution and eliminates any fatigue, and improves an exhausted condition to fatigued.
Dispels any magical effects reducing Intelligence and eliminates any fatigue, and improves an exhausted condition to fatigued.
Dispels any magical effects reducing Wisdom and eliminates any fatigue, and improves an exhausted condition to fatigued.
Dispels any magical effects reducing Charisma and eliminates any fatigue, and improves an exhausted condition to fatigued.
Cures 1d4 points of temporary ability damage to Strength and eliminates any fatigue, and improves an exhausted condition to fatigued.
Cures 1d4 points of temporary ability damage to Dexterity and eliminates any fatigue, and improves an exhausted condition to fatigued.
Cures 1d4 points of temporary ability damage to Constitution and eliminates any fatigue, and improves an exhausted condition to fatigued.
Cures 1d4 points of temporary ability damage to Intelligence and eliminates any fatigue, and improves an exhausted condition to fatigued.
Cures 1d4 points of temporary ability damage to Wisdom and eliminates any fatigue, and improves an exhausted condition to fatigued.
Cures 1d4 points of temporary ability damage to Charisma and eliminates any fatigue, and improves an exhausted condition to fatigued.[/sblock]
 


Your DM's 10k gp price is quite reasonable compared to buying 50 potions of enlarge person. For a character who stands to gain a lot of benefit from a size increase, that item would be HUGELY powerful.
-blarg
 

Slaved said:
I also think that the 1 round casting time of the spell should be reduced to something more manageable. Either a standard action or a full-round action. The same with reduce person.
A second level version of that sounds reasonable. It should only cost 2000 gp and 2 weeks in research to find out if the DM is cool with it.
 


schporto said:
Look at it a little differently though. Instead of seeing it as a 1st level spell, calculate on effects.....
Sure.

Benefits:
  • +2 size bonus to Strength,
  • a reach of 10 feet,
  • weapons increase size one category,
  • +4 grapple check from size.

Drawbacks:
  • a –2 size penalty to Dexterity (to a minimum of 1),
  • a space of 10 feet,
  • a –1 penalty on attack rolls,
  • and -1 AC due to its increased size.

For most combats, all of this is reduced to an effective:
  • Extra reach,
  • +2 Damage (Str + weapon size increase),
  • -2 AC,
  • -1 Ref saves

....that's it, really. It's really quite balanced for most situations.
 

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