| TerraZephyr |
Is there a general guideline or a rule somewhere that suggests how much a broken item would cost? I'm trying to price some broken items to place them in some treasure rewards. I'd guess 50% of the value, and was wondering if that seemed right (if there's not a rule somewhere)
Specifically I'm wondering how much a broken chain shirt (rusted) would cost and a broken lt. crossbow.
Thanks
| Ravingdork |
Conceptually, they aren't worth nothing. But for balance reasons, I would treat them as full value or close to it.
A simple 0-level spell, mending, will fix most any broken item.
If its magical items you are talking about, however, only people with the appropriate magical item crafting feat can fix it. Even then, they have to pay material components equal to half the cost of the item. Make Whole will fix a broken magical item for free, but you have to be of a HIGH caster level to accomplish it more often than not.
Starglim
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Interesting you should ask ... You can find a spellcaster capable of casting a 0-level spell (mending) in any community, barring certain qualities from the GMG, and he'll charge 1 x 1/2 x 10 = 5gp. Thus, you should very rarely find broken items worth more than 5gp for sale (I would think only if some particular, probably religious, reason made them valuable) and they should cost the normal value - 5gp.
| Ravingdork |
Interesting you should ask ... You can find a spellcaster capable of casting a 0-level spell (mending) in any community, barring certain qualities from the GMG, and he'll charge 1 x 1/2 x 10 = 5gp. Thus, you should very rarely find broken items worth more than 5gp for sale (I would think only if some particular, probably religious, reason made them valuable) and they should cost the normal value - 5gp.
Keep in mind that mending only fixes objects of a certain weight value. It's more like 5gp per pound of the object in question.
Furthermore, mending only "repairs" 1d4 hit points worth of damage. It may take multiple castings to get something completely fixed, which of course, would cost proportionately more.
Little Billy broke a 10-lb. marble statue (with 30 hp), a holy relic, while playing in the sanctuary one day. Luckily, the high priest can fix it with mending. However, poor Billy and his family are now indebted to the church for the price of the spells required to fix it. Now owing hundreds of gold that they don't have, poor Billy and his family become indentured servants of the church.
Starglim
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Starglim wrote:Interesting you should ask ... You can find a spellcaster capable of casting a 0-level spell (mending) in any community, barring certain qualities from the GMG, and he'll charge 1 x 1/2 x 10 = 5gp. Thus, you should very rarely find broken items worth more than 5gp for sale (I would think only if some particular, probably religious, reason made them valuable) and they should cost the normal value - 5gp.Keep in mind that mending only fixes objects of a certain weight value. It's more like 5gp per pound of the object in question.
Furthermore, mending only "repairs" 1d4 hit points worth of damage. It may take multiple castings to get something completely fixed, which of course, would cost proportionately more.
Good point. By implication, only a large town or better is likely to have multiple casters above 2nd or 3rd level, so it gets harder and harder to mend large items at all. Common sense is preserved.