The "Price That Magic Item" Game!

brehobit said:
Silly cheap. As someone else noted, this is the same as an eternal wand of CLW. I'll take a bunch.
I'd say underpriced on the cord, but I don't mind. The belt is just fine.

Yeah, that was me. Wow. Under 1k? Way too low. I agree that the price per rules (wherein I forgot to divide, so it really ought to be 12k or so) might be a bit steep in terms of its utility, but this is a steal.
 

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Sorry for the delay. I have the 10 items for neck picked out, just need to post them. Life has been silly busy lately. I will post tonight.
 

actions

I think in general people underestimate the power of additional actions. Either free movement, extra movement, extra attacks, extra spells, extra teleportations... etc.

Free movement setting up a full attack or a charge...

Etc.

Extra actions are golden. As seen by the nerf of haste 3.0.
 

two said:
I think in general people underestimate the power of additional actions. Either free movement, extra movement, extra attacks, extra spells, extra teleportations... etc.

Free movement setting up a full attack or a charge...

Etc.

Extra actions are golden. As seen by the nerf of haste 3.0.
I think in general many of us were fairly reasonable in not underestimating. The people who are whacked out of their minds are those who actually put those prices in the book. 12k for the "Belt of I Win" is insane--I admit that not every single character in the game will buy this item first before anything else, but after a certain level, it becomes a no-brainer for everyone (and before people say it takes the Belt slot, remember the new pricing formula in MIC--you can add back your +2 Strength or what-have-you at no extra cost (except the opportunity cost of not buying 10 of these things and switching them because only one of them has +2 Strength on it too) )
 

GROUP THREE "THINGS FOR YOUR NECK"

1. Chronocharm of the Horizon Walker: Swift command action 1/day move up to half your speed as part of the same swift action used to activate the charm; this movement does not provoke attacks of opportunity; round down to the nearest 5-foot increment when relevant.

2. Scarab of Invulnerability: Swift command action 1/day gives 1 round of total immunity to all forms of damage (including ability damage), from all things including weapons, spells, psionics, poison, environment, or anything else causing damage. Must wear fro 24 hours before it attunes to you and can function.

3. Brooch of Stability: 1/day when your HPs drop to -1 or lower, automatically stabilize (assuming damage was not enough to kill you).

4. Amber Amulet of Vermin, Giant Bee: Standard command action 1/day summons a giant bee, as summon natures ally spell, for 1 minute.

5. Amulet of Retributive Healing: Swift command action 3/day, next effect you use before end of your turn that heals another creature's damage also heals you the same amount (as long as you could be healed by that same effect). If effect heals multiple creatures, you still only get healed one time.

6. Amulet of Second Chances: Swift command action 1/day to undo all events of your current turn and begin the turn again. Includes moving self and creatures back to positions of start of turn, removing damage and conditions, and in all other ways resetting the turn. Affected creatures remain aware of the now non-existent turn, but free to make new choices in new turn.

7. Torc of Displacement: Immediate mental action grants concealment for 1 round of a percentage based on charges you use. 3 charges/day, renews at dawn, spendable as follows: 1 charge 20% miss chance, 2 30%, 3 40%.

8. Scarab of Stabilization: Constant if drop below 0 hp but still alive, auto stabilize. One time use secondary power, if drop below -10 hp become -1 hp instead and stabilize (scarab crumbles to dust if secondary ability used).

9. Heartseeking Amulet: Swift command action 3/day to make next single melee attack made within that turn a melee touch attack.

10. Amulet of Emergency Healing: Immediate command action 3/day to provide instant healing of 1d4+5 points of damage to self or creature in 30 feet of you. Can even be used to prevent death of creature reduced to below -9 hit points, ans long as healing returns target to -9 or higher.
 

Rystil Arden said:
I think in general many of us were fairly reasonable in not underestimating. The people who are whacked out of their minds are those who actually put those prices in the book. 12k for the "Belt of I Win" is insane--I admit that not every single character in the game will buy this item first before anything else, but after a certain level, it becomes a no-brainer for everyone (and before people say it takes the Belt slot, remember the new pricing formula in MIC--you can add back your +2 Strength or what-have-you at no extra cost (except the opportunity cost of not buying 10 of these things and switching them because only one of them has +2 Strength on it too) )

I think your perception of how valuable this item is, is not the same as everyone else's. Yes, many agree with you. But many do not. I don't think you can objectively say everyone thinks like you do on that issue. I for one do not. I do not think 1/day items that grant extra turns are nearly as powerful as you do.
 

Mistwell said:
I think your perception of how valuable this item is, is not the same as everyone else's. Yes, many agree with you. But many do not. I don't think you can objectively say everyone thinks like you do on that issue. I for one do not. I do not think 1/day items that grant extra turns are nearly as powerful as you do.
I can certainly respect pricing it lower than what I listed. However, I cannot respect pricing it anywhere near the MIC price. Compare to Rod of Greater Quicken, which many people say is broken. Do you think Rod of Greater Quicken is overpriced?
 
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Rystil Arden said:
I can certainly respect pricing it lower than what I listed. However, I cannot respect pricing it anywhere near the MIC price. Compare to Rod of Greater Quicken, which many people say is broken. Do you think Rod of Greater Quicken is overpriced?

Yes, I do. But regardless, I think we should move on to the new set of items. There are some in there that are plenty powerful as well.
 

Mistwell said:
Yes, I do. But regardless, I think we should move on to the new set of items. There are some in there that are plenty powerful as well.
I agree, but most of them seem more powerful-useful than ruin-your-game powerful. The 1st one is a lot more reasonable than the very very similar but better quicksilver boots in the first set. The only thing in this set that's insane are the reboot amulet and the Wraithstrike amulet. Rebooting a turn is the same as taking two turns for certain gambling builds and can be annoying, tedious, and less than fun for other players (this from experience of Psions who have a 9th-level Nomad-only power that does this and costs lots of XP)
 
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Mistwell said:
GROUP THREE "THINGS FOR YOUR NECK"
At this point, I've been sufficiently convinced and picked up the book, so I'll abstain from now on - but I'll just say if this whole excersize was a trick to get folks to purchase something, it totally worked! :)
 

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