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The "Price That Magic Item" Game!
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<blockquote data-quote="Slaved" data-source="post: 3441576" data-attributes="member: 43358"><p>Ok, I wrote out long descriptions for each and gave reasonings for the prices but then the post went away. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>This will be much shorter unfortunately.</p><p></p><p></p><p></p><p>Basically a first level spell. It is limited to making charges a little longer and maybe helping to flank now and then since the duration is so short.</p><p></p><p>The book says about 1kgp, I would likely not go above 300 or 350. They are nice early on but the boot slot has much better options than these.</p><p></p><p></p><p></p><p>Since these allow a character to make a full attack and then move too far away for the other person to do the same I would not allow these.</p><p></p><p></p><p></p><p>The first ability is almost a non-ability while the second is very nice. The are still taking up an important slot for melee characters though and tripping has not been very common by opponents in my experience.</p><p></p><p>My maximum, and only for a specific character type, would be 650gp. I still feel that +1 to all saves is stronger. If they were around 250gp or less they might be fun options to have for a good number of low level characters even if it did not come in handy.</p><p></p><p></p><p></p><p>Now this is tough. The spell requires the dm to pay more attention to wind than may be normal, but that is a pretty minor factor and might enhance the game besides, but it is also not well defined for some situations such as tripping.</p><p></p><p>The book price would be about 84kgp I think, which is very hefty.</p><p></p><p>Being able to walk over embattlements and rain down death from above with ranged attacks more or less with impunity is a hefty benefit however.</p><p></p><p>It seems like an item that would not be too bad around level 8 - 12 though, depending on the game. So how about an even 32.5kgp? That way it is only really available awhile after all of the casters have some flying spells and a large number of creatures can fly besides.</p><p></p><p>At will flying like that is hard to judge though. In a campaign that is mostly outdoors and has enemies with poor ranged attacks they will ruin the game while in a dungeon crawl game they might not even be worth paying 5kgp for.</p><p></p><p></p><p></p><p>+2 tumble checks is nice but that is a pretty minor speed increase. Is this an unnamed bonus to tumble? If so then I'll go for the number as the other speed boosting boots and say 350gp. If it is named then that might go down depending on the type.</p><p></p><p></p><p></p><p>So basically for a nonscout you can charge and make an extra attack twice a day, for maximal effect at least.</p><p></p><p>Every scout I have seen has been ranged but they could do that as well. +2 damage to all skirmish damage is nice though and it would be one of the few ways to get skirmish damage multiple times in a round. Move 10', shoot off 2 arrows at full attack with full skirmish damage +2, twice a day?</p><p></p><p>If I was a scout I think I'd be willing to pay 6kgp pretty easily. It would really depend on how much that +2 was increasing my damage though, the scouts I have seen generally had most of their damage coming from skirmish but choosing between the bow going from +1 to +2 or these boots the extra +1 wins out handily.</p><p></p><p></p><p></p><p>Two times per day move a little ways with a chance to avoid attacks of opportunity and to walk over liquid?</p><p></p><p>300gp, maybe.</p><p></p><p></p><p></p><p>I do not understand what some parts of this are doing, I am guessing that it was paraphrased and I am not getting it all. If you have a dexterity boosting item you can move across terrain? Difficult terrain perhaps?</p><p></p><p>Since all of characters I can think of that I have seen who had a dexterity boosting item would not want to charge most of the time this is an interesting problem.</p><p></p><p>Ignoring the rest being able to charge as a standard action basically opens up charging in the surprise round and allows a character with psionic meditation to regain focus before charging during a full round, in case that is helpful.</p><p></p><p>It looks like it would only be useful for one or two battles and only in very specific situations. Highly situational in fact, although the extra clause makes it better if you have a dexterity boosting item.</p><p></p><p>I would go for 3.5kgp I think. That way I could have 2 pairs so that I could actually rely on having the option available more than one battle a day since obviously I would be planning for it.</p><p></p><p></p><p></p><p>20' teleportation but need line of sight and effect, 5 times a day, move action needed.</p><p></p><p>500gp? Mostly just because it is a teleportation effect though. How often do you really need to get 20' from where you are but cannot just walk there? Basically only if you have a wall of opponents in the way I would imagine but then you are behind enemy lines. If you are a dexterity type guy you probably could just tumble, if you are a heavy hitter bull rush might carry you through. Those boots earlier that gave +30' enhancement to movement likely give you a +12 to your jump check anyway so with those instead you might have been able to simply jump over the people.</p><p></p><p>I like them though, but I cannot think of a situation I've seen in quite some time where they would have come in handy enough to have spent the money on them and carried them around instead of some other footwear.</p><p></p><p>Edited here..... I have to admit that I forgot about this being able to get a character out of a grapple. So that would actually give it a decent use 5 times a day. I would move this up to 8kgp with that in mind except that I would never pay that much for it. Once I could pay that much I would rather get some other option, such as a +10 to escape artist item, instead or be using spells to prevent the situation. So maybe 5kgp as an actual amount that I would be willing to pay.</p><p></p><p></p><p></p><p>Banned. Not a chance. Ridiculous item.</p></blockquote><p></p>
[QUOTE="Slaved, post: 3441576, member: 43358"] Ok, I wrote out long descriptions for each and gave reasonings for the prices but then the post went away. :( :( :( This will be much shorter unfortunately. Basically a first level spell. It is limited to making charges a little longer and maybe helping to flank now and then since the duration is so short. The book says about 1kgp, I would likely not go above 300 or 350. They are nice early on but the boot slot has much better options than these. Since these allow a character to make a full attack and then move too far away for the other person to do the same I would not allow these. The first ability is almost a non-ability while the second is very nice. The are still taking up an important slot for melee characters though and tripping has not been very common by opponents in my experience. My maximum, and only for a specific character type, would be 650gp. I still feel that +1 to all saves is stronger. If they were around 250gp or less they might be fun options to have for a good number of low level characters even if it did not come in handy. Now this is tough. The spell requires the dm to pay more attention to wind than may be normal, but that is a pretty minor factor and might enhance the game besides, but it is also not well defined for some situations such as tripping. The book price would be about 84kgp I think, which is very hefty. Being able to walk over embattlements and rain down death from above with ranged attacks more or less with impunity is a hefty benefit however. It seems like an item that would not be too bad around level 8 - 12 though, depending on the game. So how about an even 32.5kgp? That way it is only really available awhile after all of the casters have some flying spells and a large number of creatures can fly besides. At will flying like that is hard to judge though. In a campaign that is mostly outdoors and has enemies with poor ranged attacks they will ruin the game while in a dungeon crawl game they might not even be worth paying 5kgp for. +2 tumble checks is nice but that is a pretty minor speed increase. Is this an unnamed bonus to tumble? If so then I'll go for the number as the other speed boosting boots and say 350gp. If it is named then that might go down depending on the type. So basically for a nonscout you can charge and make an extra attack twice a day, for maximal effect at least. Every scout I have seen has been ranged but they could do that as well. +2 damage to all skirmish damage is nice though and it would be one of the few ways to get skirmish damage multiple times in a round. Move 10', shoot off 2 arrows at full attack with full skirmish damage +2, twice a day? If I was a scout I think I'd be willing to pay 6kgp pretty easily. It would really depend on how much that +2 was increasing my damage though, the scouts I have seen generally had most of their damage coming from skirmish but choosing between the bow going from +1 to +2 or these boots the extra +1 wins out handily. Two times per day move a little ways with a chance to avoid attacks of opportunity and to walk over liquid? 300gp, maybe. I do not understand what some parts of this are doing, I am guessing that it was paraphrased and I am not getting it all. If you have a dexterity boosting item you can move across terrain? Difficult terrain perhaps? Since all of characters I can think of that I have seen who had a dexterity boosting item would not want to charge most of the time this is an interesting problem. Ignoring the rest being able to charge as a standard action basically opens up charging in the surprise round and allows a character with psionic meditation to regain focus before charging during a full round, in case that is helpful. It looks like it would only be useful for one or two battles and only in very specific situations. Highly situational in fact, although the extra clause makes it better if you have a dexterity boosting item. I would go for 3.5kgp I think. That way I could have 2 pairs so that I could actually rely on having the option available more than one battle a day since obviously I would be planning for it. 20' teleportation but need line of sight and effect, 5 times a day, move action needed. 500gp? Mostly just because it is a teleportation effect though. How often do you really need to get 20' from where you are but cannot just walk there? Basically only if you have a wall of opponents in the way I would imagine but then you are behind enemy lines. If you are a dexterity type guy you probably could just tumble, if you are a heavy hitter bull rush might carry you through. Those boots earlier that gave +30' enhancement to movement likely give you a +12 to your jump check anyway so with those instead you might have been able to simply jump over the people. I like them though, but I cannot think of a situation I've seen in quite some time where they would have come in handy enough to have spent the money on them and carried them around instead of some other footwear. Edited here..... I have to admit that I forgot about this being able to get a character out of a grapple. So that would actually give it a decent use 5 times a day. I would move this up to 8kgp with that in mind except that I would never pay that much for it. Once I could pay that much I would rather get some other option, such as a +10 to escape artist item, instead or be using spells to prevent the situation. So maybe 5kgp as an actual amount that I would be willing to pay. Banned. Not a chance. Ridiculous item. [/QUOTE]
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