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<blockquote data-quote="TheGogmagog" data-source="post: 2712088" data-attributes="member: 27702"><p>Basically, The sell or market value would be based on it's maximum potential, likely making it more expensive than the character wielding it would probably be able to afford.</p><p></p><p>I have a house rule-interpretation of magic items that may help. Creating a magic item costs experience, my interpretation is that it binds a portion of the essence of the crafter. If this essence is ill-gotten you wind up with a cursed item. You could have a variety of house rules that build on that. </p><p></p><p>One would be that you can craft a magic item without any exp cost, so the cost would be half the normal market value of the item. This process would then allow a wielder to donate the exp (with restrictions from level or % of total exp) to complete the forging process.</p><p>You could also rule that items created in this fashon 'leak' the exp over time, so an epic item or perhaps artifacts who have been lost, would need to be re-charged once found.</p><p></p><p>I like to track character wealth for balance, so I would always consider the weapon valued at 1/2 of suggested wealth. The abilities gained would be in the order of cost lowest powered abilities first, so a +1 flaming ghost touch would become +1 flaming and then would take a much longer time to become ghost touch. The market value would probably a 'priceless' family heirloom, or could be 90% the cost of a normal item.</p></blockquote><p></p>
[QUOTE="TheGogmagog, post: 2712088, member: 27702"] Basically, The sell or market value would be based on it's maximum potential, likely making it more expensive than the character wielding it would probably be able to afford. I have a house rule-interpretation of magic items that may help. Creating a magic item costs experience, my interpretation is that it binds a portion of the essence of the crafter. If this essence is ill-gotten you wind up with a cursed item. You could have a variety of house rules that build on that. One would be that you can craft a magic item without any exp cost, so the cost would be half the normal market value of the item. This process would then allow a wielder to donate the exp (with restrictions from level or % of total exp) to complete the forging process. You could also rule that items created in this fashon 'leak' the exp over time, so an epic item or perhaps artifacts who have been lost, would need to be re-charged once found. I like to track character wealth for balance, so I would always consider the weapon valued at 1/2 of suggested wealth. The abilities gained would be in the order of cost lowest powered abilities first, so a +1 flaming ghost touch would become +1 flaming and then would take a much longer time to become ghost touch. The market value would probably a 'priceless' family heirloom, or could be 90% the cost of a normal item. [/QUOTE]
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