The "Price That Magic Item" Game!

It seems to me that a lot of posters in this thread should simply say "I don't like players to be able to have useful magic items" and be done with it. Some of the prices people have been tagging these items with are ridiculous. Even more ridiculous are the assertions that some of the items should be banned at any price.
 

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Wolfwood2 said:
5) Belt of One Mighty Blow - Okay, optimal usage scenario. You're spiritied charging with a lance and multiplying your bonus damage by x3. Let's call this one a cool 10,000.?

Bonus dice of damage are not multiplied.
 


Storm Raven said:
It seems to me that a lot of posters in this thread should simply say "I don't like players to be able to have useful magic items" and be done with it. Some of the prices people have been tagging these items with are ridiculous. Even more ridiculous are the assertions that some of the items should be banned at any price.
I disagree on both counts. There are certainly items that should be banned at any price. Continuous Wraithstrike item (or even use-activated Wraithstrike as a Swift Action item) is a good example. As to the pricing, I think that it is both disingenuous and insulting to claim that others who price items higher than you would "don't like players to have useful magic items". For people like me who basically ignore the magic item guidelines when I give out treasure (though I look occasionally at that baseline to see what standard items my PCs should be able to afford) because I know I can handle it by playtesting my characters, the main use for these prices is to decide when a player with the appropriate craft feat will be able to craft it and what it would cost them--since the player is going out of their way to craft this item, I have to look at the maximum abusiveness possible. What's more, with MIC's new rule that slotted affinity abilities can be added onto items without extra cost, it no longer flies to say "Well if she's wearing this new MIC Belt, she can't have a Belt of Strength" since she can just add Strength onto it.

Do I want players to have their characters get useful magic items? Absolutely. Specifically, I want them to be able to get magic items that make the game more fun. Belt of Tactical Nuke 1/day (the first one on this list) makes the game less fun because it contributes to novaing and makes the party's capabilities more drastically vary between the fight where they use the belt and the fight where they don't. What's more, when Mistwell comes back to us with the MIC's real price and it turns out to be 8000 gold or something (a guess based on the Boots), that means a decently leveled character can buy more of them.
 

Rystil Arden said:
Do I want players to have their characters get useful magic items? Absolutely. Specifically, I want them to be able to get magic items that make the game more fun. Belt of Tactical Nuke 1/day (the first one on this list) makes the game less fun because it contributes to novaing and makes the party's capabilities more drastically vary between the fight where they use the belt and the fight where they don't. What's more, when Mistwell comes back to us with the MIC's real price and it turns out to be 8000 gold or something (a guess based on the Boots), that means a decently leveled character can buy more of them.

Definately. I do not like items that are only 1/day or something similar. The ability to use an item several times a day makes it more reliable and it can actually be counted on. Plus people are less likely to have their one big trick and then basically be much less effective for the rest of the day because they are missing a large portion of the wealth that they should have.

Attunement really helps fix some items as well and it would be nice if they used that option more often.
 

Made it this time! Not looking at others' answers... Also, I've posted my guess for what it is listed in the book, and for what I would probably charge for it, as per the rules of this game.

1) Belt of Battle - book guess: 1000g 2500g. My price for +2 init, 1/day 3/day pounce: 3000g 6000g

2) Belt of Growth - book guess: 400g. My price for 1/day enlarge person belt: 1000g

3) Desperation Chain - book guess: 3000g. My price for a better-than-auto-quickened 3rd lvl spell when you need one: 9000g (still less than 1/3 of the price of a quicken rod, since uses slotted space and only works on low-level spells, but it does give you an immediate action...)

4) Healing Belt - book guess: 400g. My price for a couple of decent spells: 1000g

5) Belt of One Mighty Blow - book guess: 400g. My price for a 1/day +tiny damage: 750g

6) Cord of Favor - book guess: 400g. My price for +crappy skill and 1/day sub spell: 750g

7) Belt of Ultimate Athleticism - book guess: 4000g. My price for duplicating rogue special ability for multiple crappy skills: 6500g

8) Belt of the Wide Earth - book guess: 1500g. My price for ok ability + sub teleport: 3000g

9) Belt of Priestly Might - book guess: 4000g. My price for +2 str belt and +1 nat armor ammy (wrong slot) for very few folks only: 5000g

10) Silkslick Belt - book guess: 1500g. My price for rare-use ability + 1/day boost: 3000g
 
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Slaved said:
Attunement really helps fix some items as well and it would be nice if they used that option more often.

Agreed. I might even suggest a house rule to my DMs that all items require attunement unless specifically listed as otherwise by the DM. Carrying around a bunch of duplicates of a piece of clothing that is intended to stay on you all the time is silly.
 

evilbob said:
Made it this time! Not looking at others' answers... Also, I've posted my guess for what it is listed in the book, and for what I would probably charge for it, as per the rules of this game.

1) Belt of Battle - book guess: 1000g. My price for +2 init, 1/day pounce: 3000g

2) Belt of Growth - book guess: 400g. My price for 1/day enlarge person belt: 1000g

3) Desperation Chain - book guess: 3000g. My price for a better-than-auto-quickened 3rd lvl spell when you need one: 9000g (still less than 1/3 of the price of a quicken rod, since uses slotted space and only works on low-level spells, but it does give you an immediate action...)

4) Healing Belt - book guess: 400g. My price for a couple of decent spells: 1000g

5) Belt of One Mighty Blow - book guess: 400g. My price for a 1/day +tiny damage: 750g

6) Cord of Favor - book guess: 400g. My price for +crappy skill and 1/day sub spell: 750g

7) Belt of Ultimate Athleticism - book guess: 4000g. My price for duplicating rogue special ability for multiple crappy skills: 6500g

8) Belt of the Wide Earth - book guess: 1500g. My price for ok ability + sub teleport: 3000g

9) Belt of Priestly Might - book guess: 4000g. My price for +2 str belt and +1 nat armor ammy (wrong slot) for very few folks only: 5000g

10) Silkslick Belt - book guess: 1500g. My price for rare-use ability + 1/day boost: 3000g
evilbob, you do realise that the Belt is actually a Belt of 3/day "Pounce" (really Hustle, but they both allow a move and then full attack) or 1/day 3.0 Haste + 1/day Hustle or 1/day the 9th-level manoeuvre in ToB that gives you two full round actions.
 

Rystil Arden said:
evilbob, you do realise that the Belt is actually a Belt of 3/day "Pounce" (really Hustle, but they both allow a move and then full attack) or 1/day 3.0 Haste + 1/day Hustle or 1/day the 9th-level manoeuvre in ToB that gives you two full round actions.

And you do realize that not everyone is as all hyped up about that issue as you? That nobody picked on you for your outrageous pricing, so you shouldn't pick on others for theirs? :p
 

Mistwell said:
And you do realize that not everyone is as all hyped up about that issue as you? That nobody picked on you for your outrageous pricing, so you shouldn't pick on others for theirs? :p

But, you can take your two full attacks, then pass it to the wizard who does two spells in the next encounter, then the cleric who... heals twice? I don't know! But, its stroooooong! *pick pick pick*
 

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