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Retooling Epic Item Costs
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<blockquote data-quote="Sepulchrave II" data-source="post: 3217539" data-attributes="member: 4303"><p>I'm conflicted. This is a fair point. In many ways, the 'it's epic, so it shouldn't be available to pre-lvl 21 characters' position is kind of untenable, anyway. But it's hard to know when to break with precedent, and when to stick with it.</p><p></p><p>More generally, I'm still trying to wrap my head around the radical jump from +10 (nonepic) to +11 as compared to the smooth transition from +10 (epic) to +11 - I'm wondering if we should price the enhancement bonus to hit and damage altogether separately from the equivalent bonus in special abilities. I know that this creates a whole, new, different set of problems, but I'm thinking maybe we should eliminate the additive term altogether.</p><p></p><p>At present, using (bonus^3 x 400) +200:</p><p></p><p><em>+5 vorpal sword</em> = 200K</p><p><em>+6 vorpal sword</em> = 732.4K</p><p><em>+7 vorpal sword</em> = 891.2K</p><p><em>+8 vorpal sword</em> = 1078.8K</p><p></p><p>Say we priced an epic enhancement bonus to hit and damage at bonus^3 x 2000. A straight <em>+6 sword</em> would cost 432K, which is expensive - although still less than the ELH. If we priced special abilities separately (at bonus^2 x 2000 for nonepic special abilities and bonus^3 x 2000 for epic special abilities), and then added them together, you'd get this:</p><p></p><p><em>+5 vorpal sword</em> = 200K</p><p><em>+6 vorpal sword</em> = 482K</p><p><em>+7 vorpal sword</em> = 736K</p><p><em>+8 vorpal sword</em> = 1074K</p><p></p><p>This creates a big discontinuity in the convention regarding the way weapons are priced - i.e. the <em>vorpal</em> effect is now worth only 50K - assuming the weapon doesn't have any other special abilities. But a <em>+6 vorpal flaming weapon</em> would use the epic pricing for both its special abilities <em>and</em> its enhancement bonus - i.e. 864K.</p><p></p><p>Using the (bonus^3 x 400) +200 model, I'm concerned that minmaxing players will opt for the rather dull <em>+1 flaming frost shocking thundering keen axiomatic holy wounding</em> weapon, and just slap a <em>GMW</em> on it (or an <em>EMW</em>, if they have access to a jacobean caster), and save themselves a bunch of cash.</p><p></p><p>Weapons and armor are problematic, in any event, because of the artificial divide between enhancement bonuses and special abilities - I don't think that any solution is going to be entirely satisfactory. </p><p></p><p>At least at bonus^3 x 1000, we wouldn't have to worry about <em>+18 headbands</em> until 62nd level <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p></p><p></p><p>At this point, I'm liking the idea of feats assuming a greater importance than items, btw. That may change...</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3217539, member: 4303"] I'm conflicted. This is a fair point. In many ways, the 'it's epic, so it shouldn't be available to pre-lvl 21 characters' position is kind of untenable, anyway. But it's hard to know when to break with precedent, and when to stick with it. More generally, I'm still trying to wrap my head around the radical jump from +10 (nonepic) to +11 as compared to the smooth transition from +10 (epic) to +11 - I'm wondering if we should price the enhancement bonus to hit and damage altogether separately from the equivalent bonus in special abilities. I know that this creates a whole, new, different set of problems, but I'm thinking maybe we should eliminate the additive term altogether. At present, using (bonus^3 x 400) +200: [I]+5 vorpal sword[/I] = 200K [I]+6 vorpal sword[/I] = 732.4K [I]+7 vorpal sword[/I] = 891.2K [I]+8 vorpal sword[/I] = 1078.8K Say we priced an epic enhancement bonus to hit and damage at bonus^3 x 2000. A straight [I]+6 sword[/I] would cost 432K, which is expensive - although still less than the ELH. If we priced special abilities separately (at bonus^2 x 2000 for nonepic special abilities and bonus^3 x 2000 for epic special abilities), and then added them together, you'd get this: [I]+5 vorpal sword[/I] = 200K [I]+6 vorpal sword[/I] = 482K [I]+7 vorpal sword[/I] = 736K [I]+8 vorpal sword[/I] = 1074K This creates a big discontinuity in the convention regarding the way weapons are priced - i.e. the [I]vorpal[/I] effect is now worth only 50K - assuming the weapon doesn't have any other special abilities. But a [I]+6 vorpal flaming weapon[/I] would use the epic pricing for both its special abilities [I]and[/I] its enhancement bonus - i.e. 864K. Using the (bonus^3 x 400) +200 model, I'm concerned that minmaxing players will opt for the rather dull [I]+1 flaming frost shocking thundering keen axiomatic holy wounding[/I] weapon, and just slap a [I]GMW[/I] on it (or an [I]EMW[/I], if they have access to a jacobean caster), and save themselves a bunch of cash. Weapons and armor are problematic, in any event, because of the artificial divide between enhancement bonuses and special abilities - I don't think that any solution is going to be entirely satisfactory. At least at bonus^3 x 1000, we wouldn't have to worry about [I]+18 headbands[/I] until 62nd level :uhoh: At this point, I'm liking the idea of feats assuming a greater importance than items, btw. That may change... [/QUOTE]
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