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Retooling Epic Item Costs

Cheiromancer

Adventurer
I'm getting this weird picture of epic campaigning; "You throw open the door, and see an unfurnished 10 x 10 room. In the center of the room is a robed figure. As soon as he sees you he begins to make mystic passes... Roll Initiative!"

If every encounter were like that, then yeah, SR would be incredibly valuable. But I really doubt that's how things work. Characters will be facing opponents that don't use spells- even when it comes down to face to face combat between small groups the attacks will often be supernatural, extraordinary, or melee. When the opponents use spells, they may be buffs, dispels, walls, attacks that bypass SR, or summonings. Or they might have a +12 item of Spell Penetration, and a few feats and class abilities, and of course an assay resistance or six.

Suppose that the party knew that the enemy cabal opposing them could not be directly affected by spells that allowed SR. And suppose that they knew that this cabal could not directly affect them either, at least with spells that allow SR. Does this mean the campaign is over and everyone goes home? On the contrary, I think this makes things interesting. And it provides an explanation why the game universe has all these powerful factions haven't killed each other long since.

Besides, as SR goes up in effectiveness it also loses value- enemy spellcasters will find other ways of doing their dirty work. And when they do so, SR becomes less of a must-have. Characters will wonder why they need to spend a quarter of their wealth on something that hardly ever benefits them, and so they'll cut back a little. But if they cut back too much, they'll be vulnerable to those wizards who occasional try to use spells that allow Spell Resistance. There must be some; just like there are necromancers who don't realize everyone always has death ward up, or those enchanters or diviners that are in denial about mind blank; evocation specialists who have never heard of energy immunity, illusionists who imagine that some people don't have true seeing, and so on. I don't know why SR items are such a problem, given the number of other defensive measures out there, measures that work against Supernatural and Extraordinary threats, too.

And it is not like spellcasters would be unfairly treated if sometimes their spells couldn't affect a particular opponent; how often do rogues find that they can't use sneak attack? What's a fighter supposed to do when confronted by a swarm, or with an obstacle that absolutely requires magic to overcome? Why would it be so bad if the wizard were relegated to a supporting role once in a while?

Although the SR is not truly insurmountable; it is about level +20 in my proposal. Level +10 if purchased as a secondary item. If Jake wants to affect his opponents, he need only add in the appropriate factors. Given the way we are using specialized feats, he probably only needs one feat to get a +30 spell penetration boost for his favorite seed.

However he comes by them spending Spellcraft Prerequisite to boost spell penetration will mean he'll have less factors to boost the save DC- I think that would be a good thing, given what the save DCs can get to. And as for Matt, we can modify Heighten so that +1 level can be used to give +2 to Spell Penetration rather than +1 DC. No problem- in fact, every time Matt does that, it means that the save DC will be easier to make. This could be part of the solution to the problem of high Spell DCs.

Spellcasters will have to guess whether to boost Save DCs or Spell Penetration; they will need tactics. Characters will have to know to deploy their defenses; boost saves, boost SR, get immunity to particular attack forms? Or use the best defense of all; a good offense.

I guess I just don't buy it that character SR has to be capped at their level +10 (or +12 or whatever). I don't think it would be that bad to allow level + 20 at 30th level (assuming a best item). Gradually increasing to level +30 at 60th level (or whatever it is).

If anything, this might be too moderate. A low level party deserves a degree of protection against a high level caster, and level +20 might not cut it.


[edit]


Now I'm getting second thoughts. You have good intuitions about such things; maybe I should trust you.

But I'm thinking that this would basically open yet another front on the arms race; besides having Int-buff items to boost their save DCs, wizards would invest in items of Spell Penetration. In addition to boosting their saving throws, AC and hit points, characters would also boost their SR. I can't help but think this will enrich the game. Characters won't put all their eggs in one basket; they'd have to be flexible and versatile.

But maybe it would stagnate the game. Kinda like if people could get their AC so high that no-one could hit them except on a 20. I'm not sure. Are you?
 
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I'm not sure. Are you?

No :uhoh:

I've been looking at the most current version of the [augment] seed, and an SP 40 spell can provide a +20 bonus to an ability score or SR 60 for 20 hours - this would suggest to me that items which do the same should be available at approximately the same level as one another.

That's around level 41 for a best item (vs. level 37 for the spell). Thing is, I'm pretty happy with [augment] as it stands, and based on the spell resistance spell, it's well scaled - although the balance of spell resistance itself is questionable. But that's by the by - officially there is no cap to this spell (although we'd presumably cap it at SR 32).

Accordingly, I'd like to revise my preferred position to (SR-20)^3 x25.

Me said:
(SR-20)^3 x 25 is generous (although still less generous than your proposal). I could see an argument for it if the campaign predicts lots of approximately equal CR opponents with spell penetration feats or items, or higher level casters.

Given what we're working on, I think this is a fair bet. I favor the x25 multiplier because of the hard ceiling.

Although, just to throw another spanner in the works, I've also been wondering about a flat x5 epic multiplier for weapons, armor, buff items etc. I'm concerned that the power curve might be a little too steep - this would moderate it somewhat. If we adopted this, then a x10 modifier for artifacts would be logical.

:heh:
 

Cheiromancer

Adventurer
Although, just to throw another spanner in the works, I've also been wondering about a flat x5 epic multiplier for weapons, armor, buff items etc. I'm concerned that the power curve might be a little too steep - this would moderate it somewhat.
So how much would a +10 sword cost? Right now it is 600K - you aren't proposing to make it 3 million, are you?

[edit]

Or do you mean in lieu of an additive term? So weapons would be (bonus^3) x 2000?
 
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So how much would a +10 sword cost? Right now it is 600K - you aren't proposing to make it 3 million, are you?

Should have been clearer, sorry. x5 instead of the ELH x10 modifier. So bonus^2 x 10,000 for swords and bonus^2 x 5000 for armor & buff items. A +10 sword would be 1 million. It moderates the power curve slightly.

I know that it might seem crazy after all of the agonizing that we've been through to default to something as simple as 'half the ELH value,' but in the lower range the prices aren't too dissimilar to the cubic pricing because of the additive term, i.e.:

a +6 shield is 180K instead of 143.2K
a +6 sword is 360K instead of 286.4K (level 25 instead of level 23)
a +8 headband is 320K instead of 202.4K (level 24 instead of level 21)

In the middle range, things are slowed down - a +10 sword is available at level 35 instead of 29.

A +20 buff item is 2M instead of 1.7M and is available at level 45 instead of level 42.

For armor and buff items, bonus^2 x 5000 = bonus^3 x 200 when it's a +25 item, i.e. 3.125Mgp, which is available at 50th level as a #1 item. As this is a natural cut-off point anyway, I'm happy with that.

How exactly does UK price artifacts? I've tried getting hold of Ascension, but I guess the beta has been withdrawn until the final pdf is available. I don't know if it's even in there. As far as I can work out (from your first post in this thread), there is no substantive difference between epic item and artifact costs - immortals are merely limited by the number of artifacts that they can own/wield.

Anyway, the transition into UK's system (ECL/2 or ECL/2.8) would be seamless at level 50. Not in terms of hard cash, but in terms of the power of the items involved - he uses the ELH pricing, and gives exactly twice as much gp as we do at level 50.
 
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Cheiromancer

Adventurer
Hah! And you call *me* fickle! ;)

I take it SR items would still be cubically priced at (level-20)^3 x 25?

[edit]Actually, it would be very easy to modify this formula so that any number you like will scale at whatever rate you desire. Just find a linear transformation that maps the bonus to the level you want the bonus.

For instance, if you want a +6 weapon to be available at level 23, and the bonus to increase by +1 every three levels thereafter, the formula you want is 3X+5. The cost for a +X sword will then be (3X+5)^3 x 25.

Or if you thought that a +4 Spellcraft item should be available as a secondary (10% item) at level 22, and increase by +1 every 4 levels thereafter, you could use the formula (4X-2)^3 x 10.

And so on.

[edit2] I asked UK about the Ascension timeline. He might drop you a line at your gmail account.
 
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Actually, it would be very easy to modify this formula so that any number you like will scale at whatever rate you desire. Just find a linear transformation that maps the bonus to the level you want the bonus.

For instance, if you want a +6 weapon to be available at level 23, and the bonus to increase by +1 every three levels thereafter, the formula you want is 3X+5. The cost for a +X sword will then be (3X+5)^3 x 25.

I'd thought about this, but you seemed set on preserving the exact cost ratios between various kinds of items - i.e. weapon is always twice as much as armor etc.
 

Cheiromancer

Adventurer
You could do that as well; just set the price of armor to be half that of a weapon. Although the resulting formulas might not be very pretty. Unless the base was a multiple of 2. (2X+10)^3 x 25 for swords, which is (X+5)^3 x 200. Then a shield could be (X+5)^3 x 100.

2X+10 indicates level 22 for a +6 weapon- level 30 for a +10 weapon. That's our old system, pretty much.

A much shallower curve would be (4X)^3 x 25 = X^3 x 1600. That gives a +6 weapon at level 24, and +1 every 4 levels. X^3 x 1000 would correspond to +6 at 21st level, and a +1 about every 3.4 levels thereafter. That's a very elegant formula. Shields could be half that amount (x 500 multiplier). At +10 total bonus the formula would match the ELH formula of X^2 x 10000; that would be at level 35. A little early for artifacts, perhaps.
 
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Cheiromancer

Adventurer
I think, though, that I would prefer a quadratic formula for most items. With an "epic multiplier" of x5, and an "artifact multiplier" of x10.

Shall we let SR continue to be an odd-ball at (SR-20)^3 x 25?

If we make it quadratic, I'd suggest it agree with the cubic formula at an intermediate level; level 30, perhaps (SR 50) or level 40 (SR 60).

(SR-20)^2 x 1000 would be a nice, neat formula. As a best item at level 40 it will give SR 60. A best item will give less than (level +20) SR for levels less than 40, and greater protection at levels greater than 40.
 

I think, though, that I would prefer a quadratic formula for most items. With an "epic multiplier" of x5, and an "artifact multiplier" of x10... (SR-20)^2 x 1000 would be a nice, neat formula. As a best item at level 40 it will give SR 60. A best item will give less than (level +20) SR for levels less than 40, and greater protection at levels greater than 40.

Agreed, on all counts.

Yay! :D

If Spell Penetration items cost 50% more than armor/buff items, then a +10 item will cost 750K, which will complexify things and force hard choices rather nicely.

Maybe rods should be the default item for spell penetration. Don't know how you feel about that. Expensive rods might combine metamagic effects, as well.

I can't figure out how metamagic rods are priced, btw. Can you help?
 

Cheiromancer

Adventurer
Sepulchrave II said:
Agreed, on all counts.

Yay! :D

If Spell Penetration items cost 50% more than armor/buff items, then a +10 item will cost 750K, which will complexify things and force hard choices rather nicely.
That sounds quite reasonable. And I'm happy we've gotten some significant details straightened out. :cool:

Sepulchrave II said:
Maybe rods should be the default item for spell penetration. Don't know how you feel about that. Expensive rods might combine metamagic effects, as well.
Rings or rods would both work for me.

Sepulchrave II said:
I can't figure out how metamagic rods are priced, btw. Can you help?
I can't really figure them out, either. As far as I can tell, the lesser rods are mispriced; from cheapest to most expensive they should be 3500, 10000, 16500 and 23000 gp. Not 3000, 9000, 14000 and 35000.

Then if Y = level adjustment (min 1) and the price is in thousands of gold pieces, then the greater rods are priced according to the formula

Y * 48.5 -24​

normal rods according to the formula

Y * 21.5 -10.5​

and lesser rods according to the formula

Y * 6.5 - 3​

[edit] A more inclusive formula is in the next post.
 
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