dcollins
Explorer
Again, it's explained here: www.superdan.net/dndfaq2.html
See "Caster Level Recommendations", paragraph 3 and beyond.
See "Caster Level Recommendations", paragraph 3 and beyond.
Last edited:
dcollins said:Again, it's explained here: www.superdan.net/dndfaq2.html
See "Caster Level Recommendations", paragraph 3 and beyond.
RigaMortus said:So if you think a better way to handle this is to have the caster level be 3 times the "market value", that means you would need to be level 30 to make an item with a +10 market value. That doesn't seem too reasonable to me.
Anubis said:
I am of the belief that the "market price modifier" for a special ability is considered the same as an enhancement bonus for purposes of item creation, just as the "market price modifier" counts toward the maximum of +10. In other words, since the caster level must be at least three times the enhancement bonus, and both enhancement bonuses and special ability bonuses are considered for item creation, in order to make a weapon with Disruption (+2 market price modifier), one would have to be caster level 6. (2 x 3 = 6) Or by the same rule, in order to make a Brilliant Energy weapon (+4 market price modifier), one would have to be caster level 12. (4 x 3 = 12) Others I have debated with say that I am wrong, but the text appears to confirm my theory. Am I correct in my interpretation?
Sean Reynolds says:
QUOTE
The "x3 prereq" for enhancement bonuses only applies to actual enhancement bonuses, not the effective "plus" of a weapon when you count it's special abilities. A 3rd-level mage with Craft Wondrous Item could add flaming to a +5 weapon with no difficulty, assuming he had the time, money, and XP.
The caster level listed on an item is never a prereq; the text that says so on DMG pg 178 is in error.
The text that sets a minimum caster level as a prereq for an item based on the enhancement bonus or item's properties is also in error, extending from the error on page 178. The dancing property has a _default_ caster level of 15, but that doesn't rule out some Clr3 with the feat making a dancing weapon with the help of a higher-level buddy.
--
Sean K Reynolds
So although my interpretation does make sense and balances nicely, the OFFICIAL rules say that my interpretation is incorrect.
Let's open this one for debate:
Does my original interpretation balance better than the actual rule? I'd like to hear all thought, especially from Caliban, poilbrun, S'mon, Gez, and Upper_Krust. (They are some of the notable names I know from these boards.) Also, UK, if you do find this to be better balanced, is it possible to find it in the optional rules for the Immortals Handbook?
(Yes, I know of the typos in his response. Craft Wondrous Item should be Craft Magic Arms and Armor, and Clr3 should be Clr5. Remember, this is a busy man.)
S'mon said:
I like your approach better. I don't think Sean puts much thought into his responses.
Of course I personally tend to think that the creation requirements in 3e are a bit too low, anyway. If it was up to me I'd rule that a weapon's total effective plus x3 was the minimum creation level, so if it was an effective +10 (due to special powers & base pluses) you'd need to be 30th level to make it. So don't mind me.![]()
It all depends on how your high-level campaign goes, as usual. I'm currently running two campaigns : in the first one, the players are allied with devils and fighting demons, and as such need magical weapons to be able to fight effectively. However, in the second one, the players are now level 9 and the only monsters they have faced until now are goblins and orcs (which have a powerful civilization in the world). As such, they are quite rich as far as money goes, but quite poor as far as magical items go. All this boils down to one point : you cannot link the power of the players and the power of their magical items.Elder-Basilisk said:Actually, I think that is quite a large problem. High level (14-20) characters are expected to have +6 equivalent and higher weapons. The CRs of monsters assume not only a reasonable modicum of equipment value but also that that equipment is reasonably advantageous to the characters. If items with more than a +6 equivalent bonus require epic level casters, you're either stuck saying that there are no (or very very few) +2 heavy fortification suits of armor or +5 holy swords in your world or adding numbers of epic level casters to the campaign world so that such items can have creators.
Elder-Basilisk said:
Actually, I think that is quite a large problem. High level (14-20) characters are expected to have +6 equivalent and higher weapons. The CRs of monsters assume not only a reasonable modicum of equipment value but also that that equipment is reasonably advantageous to the characters. If items with more than a +6 equivalent bonus require epic level casters, you're either stuck saying that there are no (or very very few) +2 heavy fortification suits of armor or +5 holy swords in your world or adding numbers of epic level casters to the campaign world so that such items can have creators.
On the face of it, this idea would seem to limit the amount of magic in the world by keeping PCs from creating powerful items but what it really does is add more (and more powerful) NPCs to the world if any such items are to exist. Thus, a Greyhawk magic level can't coexist with the items high level characters would have; you have to go to a Forgotten Realms style (epic level) mage heavy environment to account for the existence of subartifact equipment.
(It also has the side effect of further changing the balance of the game in favor of wizards, sorcerors and away from fighters and rogues. After all, wizards and sorcerors' best magic items (rings of wizardry and elemental command, robes of the archmagi, staffs of power, etc) are still constructable by non-epic level characters (and thus logically should be more readily available), but +2 heavy fortification fullplate, +5 holy flaming greatswords, and +3 keen Falchions of speed aren't.)