kreynolds
First Post
dcollins said:Others have responded at greater length, but I will reiterate: the calculation chart on DMG p. 242 is for "guidelines" only (DMG p. 243). "The formulas only provide a starting point." (DMG p. 243) "just as you [the DM] have to be careful about new spells, you need to be careful with new magic items" (DMG p. 178).
Hence, DMs have full control over any "new magic items".
I can't speak for everyone else, but I fully realize that the calculation chart in the DMG on page 242 is a "guideline". However, my problem is that when most people see a "new magic item" that they don't approve of, they tend to immediately shout "illegal", when there is no legality involved in "new magic items", as they are created by "guidelines" governed and ruled upon by the respective "DM". So, no magic item is "illegal" unless it blatantly costs way too much or far too little given it's real value based upon by it's usefulness.
What I was pointing out was that the given examples of "new magic items" on this thread, the ones that I specifically addressed, were well balanced by their gold piece cost and usefulness, which also includes the disadvantages to using said item, which, for example, might involve burning up a whole round of attacks, just to activate the item.
The real problem with many people is that they tend to look at a magic item, rule it as too powerful, yet they don't fully understand it's usefulness/disadvantages. For instance, in my games, you have a chance of finding/purchasing/creating the following items because they are all well balanced: Ring of True Strike (use activated, unlimited charges), Ring of Improved Invisibility (use activated, unlimited charges, possibly even constant functionality - activated/deactivated at will as a standard action - if you're willing to spend the cash), Longsword with True Strike (use activated, unlimited charges), Longsword of Disintigration (use activated, unlimited charges), Gauntlet of Finger of Death (use activated, unlimited charges), Glove of Harm (use activated, unlimited charges).
Those are just a few examples of the items you could find in my games, and each and every one of them is balanced within said games. Why are they balanced? Because I, the DM, have created them per the "guidelines" and have fully taken into consideration their benefits and true value/worth. Each and every one of those items, I could defend. Why can I defend them? Well, to be blunt, I'm really damn good at magic item creation. But more importantly, I read the magic item creation "guidelines" in the DMG over and over and over to make sure that my finger was firmly planted on the pulse of the "spirit" of the game.
That's what creating "new magic items" is all about; freshness, story aids, game depth, treasure, making your player's smile when they feel rewarded, and fun. Magic item creation is not a science, when in fact, it is an art. In fact, I would argue that DMing as a whole is in art, not just a science. It involves creativity, great imagination, and most important, more than just math skills. And as everyone knows, it is a rare case indeed when a large group of individuals shares a common opinion regarding a piece of art.

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