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Switch to Forum Live View Magic Item Creation Rules Questions
6 months ago  ::  Nov 29, 2012 - 8:46AM #1
Spyre2k
Date Joined: Nov 9, 2012
Posts: 55
Little back story first:

Basically I'm starting a new character in a campaign that is level 2 and with my starting cash I was going to buy the belt of healing. This item cost 750 gold and has 3 Daily charges of heal 2d8. My DM feels this item is fairly overpowered for the cost and our level given that a similar costing wand at 750 would only have 30 charges total and do 1d8 healing per cast. Meaning that in 5 days time you will have gotten as much healing out of the belt as you did from the wand and still have more belt uses.


It's been a while since I looked through the magic creation rules but I am not sure how the rules on Daily casting work. I remember the basic squaring rule on the price of + enchanment items as most of the items I made in the past were simply that. On the spell use section the only thing that seems to fit is command word use. Next since it is a daily I am not clear on the divide as it's worded oddly. So the two rules that would seem to apply are as follows.

Command word - Spell level × caster level × 1,800 gp
Charges per day Divide by (5 divided by charges per day)

So does that mean I would take cost and divide by 3/5 (.60)? Since it's a fraction it would end up increasing the price after command word and the more charges would make it cost less. This makes no sense to me and doesn't fit with prices I've seen on daily use items. The other potential interpertation is divide by 3 then by 5 which ends up making the item extremely cheap.

Anyhow rather speculate more on what is ment by that poorly worded line could someone just outline the math for me. The Healing Belt has +2 skill bonus and 3 charges of cure light wounds. I think caster level is 3 since it's healing 2d8 instead of 1d8. I'd really like to know what the cost to make a similar item would be using the crafting rules. Also like to see the exact formula used and not just cost.
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6 months ago  ::  Nov 29, 2012 - 9:49AM #2
NeueRegal
Date Joined: Mar 27, 2008
Posts: 822
Your understanding of fractions and what "divide" means is flawed, is all.  If you want a fraction of a number, you MULTIPLY the number by the fraction.  You got the .6 fine on your own.  1,800 x .6 gives you that answer.

However, that being said, I'm guessing that wherever you're seeing that 750gp price, that it's a typing error in whatever book or source, because to take a wild guess from what you listed the item as, I'm coming up with 7,500gp.

That's 2 x 3 x 2000 (cure spell) and 2 squared x 100 x 1.5 (skill + added similar power) 

12,000 + 600

12,600 x .6 for the 3/d, even though this should really only apply to the spell part...

I'm thinking that's a 7,560 rounded down to 7,500.

That's my guesswork only. 
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6 months ago  ::  Nov 29, 2012 - 9:54AM #3
Oma012
Date Joined: Apr 25, 2011
Posts: 1,795

Nov 29, 2012 -- 8:46AM, Spyre2k wrote:

Little back story first:

Basically I'm starting a new character in a campaign that is level 2 and with my starting cash I was going to buy the belt of healing. This item cost 750 gold and has 3 Daily charges of heal 2d8. My DM feels this item is fairly overpowered for the cost and our level given that a similar costing wand at 750 would only have 30 charges total and do 1d8 healing per cast. Meaning that in 5 days time you will have gotten as much healing out of the belt as you did from the wand and still have more belt uses.


It's been a while since I looked through the magic creation rules but I am not sure how the rules on Daily casting work. I remember the basic squaring rule on the price of + enchanment items as most of the items I made in the past were simply that. On the spell use section the only thing that seems to fit is command word use. Next since it is a daily I am not clear on the divide as it's worded oddly. So the two rules that would seem to apply are as follows.

Command word - Spell level × caster level × 1,800 gp
Charges per day Divide by (5 divided by charges per day)

So does that mean I would take cost and divide by 3/5 (.60)? Since it's a fraction it would end up increasing the price after command word and the more charges would make it cost less. This makes no sense to me and doesn't fit with prices I've seen on daily use items. The other potential interpertation is divide by 3 then by 5 which ends up making the item extremely cheap.

Anyhow rather speculate more on what is ment by that poorly worded line could someone just outline the math for me. The Healing Belt has +2 skill bonus and 3 charges of cure light wounds. I think caster level is 3 since it's healing 2d8 instead of 1d8. I'd really like to know what the cost to make a similar item would be using the crafting rules. Also like to see the exact formula used and not just cost.


is because this item is for a player level 3 at last.
the division is 5/3 or 5/4 or 5/X

example

Cure moderate wounds CL 3

2X3X1800 = 10 800

3 charges per day

10 800 / (5/3)

10 800 / 1.6 = 6480

Now about the item, this give you +2 heal check that is a cost of 400 gps but in this case maybe only count as 200 gps and have a effect like a staff or wand, this heal not is a cure light wound this only cure the D8 then he can only cure you 4 point of damage in a single day, the item took a important slot that dont let you use belt of str or belt of monk.

then this item for only 800 Gps can cure from 4 to 32 point of damage per day, and the normal price of this item is 1000 gps but with the rules of supply and demand of  the MIC this item have 25% of discount if your DM think that this item is overpower he can put a price of 1250, 1500 or 2000 gps in the standard price of this item but at high level this item is very userless.

Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
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6 months ago  ::  Nov 29, 2012 - 10:18AM #4
Spyre2k
Date Joined: Nov 9, 2012
Posts: 55
Well I am only level 2 so I don't have many choices on what to get, and starting cash is not enough to get even a +1 item.

I figured I would get this and could then work on getting things like +1 AC robes, +1 Deflection Bracers, and other things with the cash I earn. Belt of STR doesn't do me much good unless it's +2, so I can get an aditional +1 attribute bonus, which cost 4K. And the monk belt is 13K, thus putting it well outside of my price range for a LONG time.


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6 months ago  ::  Nov 29, 2012 - 1:48PM #5
Alsebra
Date Joined: Aug 11, 2011
Posts: 371

Nov 29, 2012 -- 9:49AM, NeueRegal wrote:

Your understanding of fractions and what "divide" means is flawed, is all.  If you want a fraction of a number, you MULTIPLY the number by the fraction.  You got the .6 fine on your own.  1,800 x .6 gives you that answer.

However, that being said, I'm guessing that wherever you're seeing that 750gp price, that it's a typing error in whatever book or source, because to take a wild guess from what you listed the item as, I'm coming up with 7,500gp.

That's 2 x 3 x 2000 (cure spell) and 2 squared x 100 x 1.5 (skill + added similar power) 

12,000 + 600

12,600 x .6 for the 3/d, even though this should really only apply to the spell part...

I'm thinking that's a 7,560 rounded down to 7,500.

That's my guesswork only. 




Oddly enough, Neue, it's the correct price.  Pages 110 and 255 of the Magic Item Compendium corroborate each other.


I have no idea why the healing belt and a wand of CLW are the same price...I'd figure the belt to be much more expensive (more healing available, bigger heals if needed, no real way to "empty" the belt permanently).  

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6 months ago  ::  Nov 29, 2012 - 1:58PM #6
Alsebra
Date Joined: Aug 11, 2011
Posts: 371

Nov 29, 2012 -- 9:54AM, Oma012 wrote:

*math snip*
Now about the item, this give you +2 heal check that is a cost of 400 gps but in this case maybe only count as 200 gps and have a effect like a staff or wand, this heal not is a cure light wound this only cure the D8 then he can only cure you 4 point of damage in a single day, the item took a important slot that dont let you use belt of str or belt of monk.

then this item for only 800 Gps can cure from 4 to 32 point of damage per day, and the normal price of this item is 1000 gps but with the rules of supply and demand of  the MIC this item have 25% of discount if your DM think that this item is overpower he can put a price of 1250, 1500 or 2000 gps in the standard price of this item but at high level this item is very userless.




Oma, the totals come out the same:

10800 / (5/3) = 10800 * (3/5)


Also, the belt could pump out a range of 6-48 healing per day (3 charges all spent for 2d8 per totals up to be 6d8 per day).  The monk's belt isn't all that useful for all characters, since it only confers +1 AC and 1d8 unarmed damage for a non-monk (same as a level 5 Monk);  the other belt mentioned (which I cannot find in my books...is it the belt of giant strength?) isn't all that useful for characters that don't run off of Strength (Finesse characters, non-com characters, etc)...the healing belt is useful to characters of all stripes (and not just for healing...undead blasting, too).    

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6 months ago  ::  Nov 29, 2012 - 2:10PM #7
Oma012
Date Joined: Apr 25, 2011
Posts: 1,795

Nov 29, 2012 -- 1:58PM, Alsebra wrote:

Nov 29, 2012 -- 9:54AM, Oma012 wrote:

*math snip*
Now about the item, this give you +2 heal check that is a cost of 400 gps but in this case maybe only count as 200 gps and have a effect like a staff or wand, this heal not is a cure light wound this only cure the D8 then he can only cure you 4 point of damage in a single day, the item took a important slot that dont let you use belt of str or belt of monk.

then this item for only 800 Gps can cure from 4 to 32 point of damage per day, and the normal price of this item is 1000 gps but with the rules of supply and demand of  the MIC this item have 25% of discount if your DM think that this item is overpower he can put a price of 1250, 1500 or 2000 gps in the standard price of this item but at high level this item is very userless.




Oma, the totals come out the same:

10800 / (5/3) = 10800 * (3/5)


Also, the belt could pump out a range of 6-48 healing per day (3 charges all spent for 2d8 per totals up to be 6d8 per day).  The monk's belt isn't all that useful for all characters, since it only confers +1 AC and 1d8 unarmed damage for a non-monk (same as a level 5 Monk);  the other belt mentioned (which I cannot find in my books...is it the belt of giant strength?) isn't all that useful for characters that don't run off of Strength (Finesse characters, non-com characters, etc)...the healing belt is useful to characters of all stripes (and not just for healing...undead blasting, too).    


the belt give you the wis bonus as AC and this is very helpful for many characters.

the example he used is "Since it's a fraction it would end up increasing the price after command word and the more charges would make it cost less."

the he doing (price/(X/5) instead of (price/(5/X)

then

1000 /(4/5) = 1250
1000/(5/5) = 1000
1000/(6/5) = 833

the item can only cure 33 point of damage per day if you use well, but still can only cure 4 in a single day or 48 if you have alot of luck while a wand can cure you from 100 to 450 in a single day and each creature can use it while the belt can't be given easily like a wand that other player can use if you fall in battle.

in this point this item are "infinite" but still are out of the power of a wand of cure light wounds.

Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
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6 months ago  ::  Nov 29, 2012 - 2:10PM #8
Oma012
Date Joined: Apr 25, 2011
Posts: 1,795

Nov 29, 2012 -- 1:58PM, Alsebra wrote:

Nov 29, 2012 -- 9:54AM, Oma012 wrote:

*math snip*
Now about the item, this give you +2 heal check that is a cost of 400 gps but in this case maybe only count as 200 gps and have a effect like a staff or wand, this heal not is a cure light wound this only cure the D8 then he can only cure you 4 point of damage in a single day, the item took a important slot that dont let you use belt of str or belt of monk.

then this item for only 800 Gps can cure from 4 to 32 point of damage per day, and the normal price of this item is 1000 gps but with the rules of supply and demand of  the MIC this item have 25% of discount if your DM think that this item is overpower he can put a price of 1250, 1500 or 2000 gps in the standard price of this item but at high level this item is very userless.




Oma, the totals come out the same:

10800 / (5/3) = 10800 * (3/5)


Also, the belt could pump out a range of 6-48 healing per day (3 charges all spent for 2d8 per totals up to be 6d8 per day).  The monk's belt isn't all that useful for all characters, since it only confers +1 AC and 1d8 unarmed damage for a non-monk (same as a level 5 Monk);  the other belt mentioned (which I cannot find in my books...is it the belt of giant strength?) isn't all that useful for characters that don't run off of Strength (Finesse characters, non-com characters, etc)...the healing belt is useful to characters of all stripes (and not just for healing...undead blasting, too).    


the belt give you the wis bonus as AC and this is very helpful for many characters.

the example he used is "Since it's a fraction it would end up increasing the price after command word and the more charges would make it cost less."

the he doing (price/(X/5) instead of (price/(5/X)

then

1000 /(4/5) = 1250
1000/(5/5) = 1000
1000/(6/5) = 833

the item can only cure 33 point of damage per day if you use well, but still can only cure 4 in a single day or 48 if you have alot of luck while a wand can cure you from 100 to 450 in a single day and each creature can use it while the belt can't be given easily like a wand that other player can use if you fall in battle.

in this point this item are "infinite" but still are out of the power of a wand of cure light wounds.

Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
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6 months ago  ::  Nov 29, 2012 - 3:44PM #9
Alsebra
Date Joined: Aug 11, 2011
Posts: 371

Nov 29, 2012 -- 2:10PM, Oma012 wrote:

the belt give you the wis bonus as AC and this is very helpful for many characters.

the item can only cure 33 point of damage per day if you use well, but still can only cure 4 in a single day or 48 if you have alot of luck while a wand can cure you from 100 to 450 in a single day and each creature can use it while the belt can't be given easily like a wand that other player can use if you fall in battle.

in this point this item are "infinite" but still are out of the power of a wand of cure light wounds.




1.  Not all characters have need of a high Wisdom (Barbarians, Fighters, Paladins (a 14 is the highest they need), Rogues (that aren't scouts), Sorcerers, and Wizards...and that's just core)...for most characters, the 9000 gp for a set of bracers of armor (or a few ranks in UMD and a wand of mage armor for 375 gp) works just as well.

2.  How are you getting 33 points of healing??  The healing belt averages 27 per day using the 1-charge option 3 times, 27.5 if you use the 2-charge option once and the 1-charge once (13.5 is the average of 3d8, 9 is the average of 2d8), or 18 if you blow the whole thing at once.  Each use of the wand requires a standard action, so it's a bit slower in combat (where healing isn't as useful as trying to cripple your opponent);  the belt uses the same standard action and grants double the healing.  Also, not every character can use the wand (unless they invest in UMD)...Barbarians, Fighters, Paladins (pre-4th), Rogues, Sorcerers, and Wizards are all noted for their lack of CLW.

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6 months ago  ::  Nov 29, 2012 - 4:02PM #10
Oma012
Date Joined: Apr 25, 2011
Posts: 1,795

Nov 29, 2012 -- 3:44PM, Alsebra wrote:

Nov 29, 2012 -- 2:10PM, Oma012 wrote:

the belt give you the wis bonus as AC and this is very helpful for many characters.

the item can only cure 33 point of damage per day if you use well, but still can only cure 4 in a single day or 48 if you have alot of luck while a wand can cure you from 100 to 450 in a single day and each creature can use it while the belt can't be given easily like a wand that other player can use if you fall in battle.

in this point this item are "infinite" but still are out of the power of a wand of cure light wounds.




1.  Not all characters have need of a high Wisdom (Barbarians, Fighters, Paladins (a 14 is the highest they need), Rogues (that aren't scouts), Sorcerers, and Wizards...and that's just core)...for most characters, the 9000 gp for a set of bracers of armor (or a few ranks in UMD and a wand of mage armor for 375 gp) works just as well.

2.  How are you getting 33 points of healing??  The healing belt averages 27 per day using the 1-charge option 3 times, 27.5 if you use the 2-charge option once and the 1-charge once (13.5 is the average of 3d8, 9 is the average of 2d8), or 18 if you blow the whole thing at once.  Each use of the wand requires a standard action, so it's a bit slower in combat (where healing isn't as useful as trying to cripple your opponent);  the belt uses the same standard action and grants double the healing.  Also, not every character can use the wand (unless they invest in UMD)...Barbarians, Fighters, Paladins (pre-4th), Rogues, Sorcerers, and Wizards are all noted for their lack of CLW.


1- in high levels this bonus is very useful because can stack whit other bonus.
and many character are based in wis with the feats zen archery and intuitive attack many high level character have a minimum of +2 of wis that can be used as a extra +2 AC for all non melee combatants.

2- o sorry i was used 5-6-5... instead of 4-5-4.... in the calculation the this item then as the Max standard only cure 27 hit points in a single day while a wand cure 250 hit poinst almost 10 times as standard and all character may select put ranks in UMD to use it. while the belt can only be used be you in a encounter then if you fall the wand become more useful that the belt.

Pepe pecas pica papas con un pico con un pico pepe pecas pica papas si pepe pecas pica papas con un pico donde esta el pico con que pepe pecas pica papas.
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