The "Price That Magic Item" Game!

Slaved said:
That makes sense. I guess I was thinking more about a bag of tricks and which I would rather have.

The gray bag of tricks is 900gp, is useable 10 times a week, and the creature sticks around for 10 minutes. The randomness makes it a little less useful for planning around it but the other two factors make it to me a lot more useful in general. I would rather have the bag of tricks, sadly.



That might make a difference for pricing :D Get a few of these and milk them for poison every day!

Except it's Fortitude DC 11. That's not really high enough to be effective at anything beyond low levels.
 

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Mistwell said:
Except it's Fortitude DC 11. That's not really high enough to be effective at anything beyond low levels.

That is true. Although I assume that with craft(poison) a character could distill it or something.
 

Slaved said:
That makes sense. I guess I was thinking more about a bag of tricks and which I would rather have.

...

That might make a difference for pricing :D Get a few of these and milk them for poison every day!

I would say the fighting abilities of the be are probably closest to the rust colored bag, which sells for 3k. Of course, none of those animals can fly, so a price of 4k or 5k seems justified to me.

Yeah, if you could harves the poison it might be nice. But I would expect most poison crafters to already be raising a hive of bees for poison for much bigger quantities. This item would probably make a nice "portable hive" for them. Of cource, I've never actually seen someone take Craft(poison) before.
 

Deset Gled said:
I would say the fighting abilities of the be are probably closest to the rust colored bag, which sells for 3k. Of course, none of those animals can fly, so a price of 4k or 5k seems justified to me.

Well, I was thinking that the bee only gets one hit in or can only take one hit. Whichever comes first pretty much ends the fight for it.

Does anyone know if you can take a 5' step into someones square and avoid that attack of opportunity?
 

Slaved said:
Well, I was thinking that the bee only gets one hit in or can only take one hit. Whichever comes first pretty much ends the fight for it.

I agree. If the bee is in combat, it will die very quick. It either hits something, or gets hit, and in each case almost every time it's going away. Pretty weak, as far as actual combat goes (again, except for flanking).

Does anyone know if you can take a 5' step into someones square and avoid that attack of opportunity?

I don't know.
 

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?
Just in reference to this point, 46/50 people rated Metamagic Rods as correctly priced or lower. The plurality think it is correctly priced, though the bloc of slightly underpiced / vastly underpriced / broken at any price constitutes over half of all respondents.
 

I can't help feel...

With a lot of these items, that 3.5 is becoming some sort of escalating game of "one upmanship."

A savvy player can trivially create pretty powerful and sometimes overwhelming characters by crafting or buying various powerful and generally underpriced items.

Really, it is taking a lot of the joy out of min/max. When it is so easy to generate powerful results... why bother?
 

two said:
With a lot of these items, that 3.5 is becoming some sort of escalating game of "one upmanship."

A savvy player can trivially create pretty powerful and sometimes overwhelming characters by crafting or buying various powerful and generally underpriced items.

Really, it is taking a lot of the joy out of min/max. When it is so easy to generate powerful results... why bother?
That might well be their cunning plan. ;)
 

Deset Gled said:
Before anything else, I would like to voice my opinion that this is one of the stupidest item-related rules I can imagine. If you're going to do this, you might as well throw the entire concept of item slots out the window. I would never, under any circumstances, allow this option in a game I ran.

Slots are not entirely obsolete, because any enchantment that ISN'T one of the big six still gets the +50%.

Besides, if what you want is just to limit how many plusses people can get, the fact that bonuses are typed already does that pretty well. There's no point getting a +4 Str belt and +4 Str gloves, for example. IME, if you allowed free crafting of items, it wasn't too hard to spread out the plusses across different slots so you never had to double up. The only effect was to have people with lots of minor items as opposed to a few really potent ones.
 
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