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The "Price That Magic Item" Game!
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<blockquote data-quote="Wolfwood2" data-source="post: 3447680" data-attributes="member: 39394"><p>1) Belt of Battle - Extra actions? Oh yeah. And it's not like this slot is vital for spellcasters. This is going to be a must-have for high level spellcasters unless we price it high enough. 50,000 gp, which is a fair chunk of even high level change.</p><p></p><p>2) Belt of Growth - Nice, but you could just buy a lot of potions of Enlarge Person and be able to use more than one a day. Keeping in mind we're deliberately pricing a bit low so people will actually buy this stuff, let's call it 1250 gp.</p><p></p><p>3) Desperation Chain - This is a cut-rate contingency, and the 3rd level imitation helps mitigate potential abuse. Call it a nice 1500 gp. (Same price as a Contingency focus.)</p><p></p><p>4) Healing Belt - 4d8+0 is only and average of 18 points of healing. Would you rather have this, or a +3 shield? The shield. Would you rather have this, or a +2 shield? Likely the shield. A +1 shield? This is more useful. So, 3500 gp.</p><p></p><p>5) Belt of One Mighty Blow - <s>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.</s> As pointed out, you can't multiply these bonus dice. I'm going to drop this to 3500 gp.</p><p></p><p>6) Cord of Favor - As was pointed out, Sense Motive is an opposed roll (sometimes), making the skill bonus pretty handy. Also, you don't have to memorize Divine Favor. This seems like a nice paladin item. I'll call this one 3500, same as the Healing belt.</p><p></p><p>7) Belt of Ultimate Athleticism - Those are some checks that when you need them, you really need them. And the option to 'Take 20' when you really have to is pretty cool. Let's call it 4500 gp.</p><p></p><p>8) Belt of the Wide Earth - What an odd combination of abilties. 10,000 gp for giving clerics access to two teleports a day, better than even a domain can do for them.</p><p></p><p>9) Belt of Priestly Might - This seems pretty straight-forward. Call it a 7000 gp, paying a little extra for doubling two abilities in one slot.</p><p></p><p>10) Silkslick Belt - People serious about escaping buy teleportation items, not items to boost escape artist checks. I dunno. 2000 gp?</p></blockquote><p></p>
[QUOTE="Wolfwood2, post: 3447680, member: 39394"] 1) Belt of Battle - Extra actions? Oh yeah. And it's not like this slot is vital for spellcasters. This is going to be a must-have for high level spellcasters unless we price it high enough. 50,000 gp, which is a fair chunk of even high level change. 2) Belt of Growth - Nice, but you could just buy a lot of potions of Enlarge Person and be able to use more than one a day. Keeping in mind we're deliberately pricing a bit low so people will actually buy this stuff, let's call it 1250 gp. 3) Desperation Chain - This is a cut-rate contingency, and the 3rd level imitation helps mitigate potential abuse. Call it a nice 1500 gp. (Same price as a Contingency focus.) 4) Healing Belt - 4d8+0 is only and average of 18 points of healing. Would you rather have this, or a +3 shield? The shield. Would you rather have this, or a +2 shield? Likely the shield. A +1 shield? This is more useful. So, 3500 gp. 5) Belt of One Mighty Blow - [S]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.[/S] As pointed out, you can't multiply these bonus dice. I'm going to drop this to 3500 gp. 6) Cord of Favor - As was pointed out, Sense Motive is an opposed roll (sometimes), making the skill bonus pretty handy. Also, you don't have to memorize Divine Favor. This seems like a nice paladin item. I'll call this one 3500, same as the Healing belt. 7) Belt of Ultimate Athleticism - Those are some checks that when you need them, you really need them. And the option to 'Take 20' when you really have to is pretty cool. Let's call it 4500 gp. 8) Belt of the Wide Earth - What an odd combination of abilties. 10,000 gp for giving clerics access to two teleports a day, better than even a domain can do for them. 9) Belt of Priestly Might - This seems pretty straight-forward. Call it a 7000 gp, paying a little extra for doubling two abilities in one slot. 10) Silkslick Belt - People serious about escaping buy teleportation items, not items to boost escape artist checks. I dunno. 2000 gp? [/QUOTE]
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