Name Violation
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Is this Right?
Masterwork Tool +2 Perception(Goggles) 50 gp
Craft Masterwork Item cost = 16 gp 5 silver
Spell Effect
continuous (Identify) Spell level (1) x caster level (1) x 2,000 gp = 2,000 gp
Item Requires Skill to Use (Perception): -10%
Item Requires Specific Class (Alchemist) to Use: -30%.
Spell Effect Total = 1200 gp
Craft cost 600 gp
Hedge Magician -5%
Craft Total = 570 gp
Total Item cost to craft = 586 gp 5sp
A pair of goggles that give an Alchemist the benefits of the spell Identify every time they look at something, and grant a +2 to perception checks?
Is there a reason not to add the "Requires Skill to Use (Perception)" to an item of detect magic or its upgrades (identify, arcane sight, ect)?
| Midnight_Angel |
If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.
Identify is 3 rounds/lvl, so the x4 multiplier comes into place.
Next question: Do you add the percentage savings together, or are they applied one after another, yielding an effective 37% discount? (I can't find the rules on discounts right now)
As for your question regarding reasons for not adding a perception requirement... RAW: none IMHO. I'd call cheese, though...
Additional comment: These goggles, IMHO would not automatically identify anything you look at. You'd still have to use your actions to do so.
Name Violation
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As for your question regarding reasons for not adding a perception requirement... RAW: none IMHO. I'd call cheese, though...
When you're character gets blinded as often as mine, you invest in goggles
also, i think you can still detect magic while blind and determine if magic things are around you. I at least as avoiding that cheese...
| Midnight_Angel |
Tell That to the jerk looting my corpse and trying to use my stuff, only to find out he cant, and no merchant wants to buy it because they find it useless
I must admit, I find the concept of 'getting something cheaper because it comes with a built-in thief deterrent'... not exactly reeking of common sense.
Name Violation
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If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.
Since detect magic has a duration of concentration, that means it gets no modifier?
Masterwork Tool +2 Perception(Goggles) 50 gp
Craft Masterwork Item cost = 16 gp 5 silver
Spell Effect
continuous (Detect Magic) Spell level (1/2) x caster level (1) x 2,000 gp = 1,000 gp
Item Requires Skill to Use (Perception): -10%
Item Requires Specific Class (Alchemist) to Use: -30%.
Spell Effect Total = 600 gp
Craft cost 300 gp
Hedge Magician -5%
Craft Total = 285 gp
Total Item cost to craft = 301 gp 5sp
A pair of goggles that give an Alchemist the benefits of the spell Detect Magic every time they look at something, and grant a +2 to perception checks?
| Cheapy |
You are making a mistake. You cannot use the price reductions, as those are not intended for use by players to cheese their way to lower costs. Go search SKR's posts for ample discussion on this. You will also find discussion on how the way to price an item is to first ignore the formulas, and look for items of similar power. Being able to see what's magical at a glance is pretty powerful, but not so powerful that'd it would be more than 2k. Check out the artificer's monocle from MIC. I think that's about 2.5k and does something similar but more stylish.
| Midnight_Angel |
Duration: concentration, up to 1 min./level (D)
which is in the minutes per level area (x2 cost).
As the cost multiplier gets higher for shorter duration, the possibility of the spell running shorter than the minute per level will not decrease it below x2.
Plus, with a duration of "concentration"... who will concentrate on the spell? The goggles? Hardly likely. So, once again, it's your actions that are required.
(Same goes for the identifying goggles... if you want that bonus on your spellcraft check to identify things, it will be your actions that are used... unless you want to give the goggles a +10 bonus on their (nonexisting) Spellcraft check)
ryric
RPG Superstar 2011 Top 32
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While I do appreciate the feedback, I posted in Rules questions, and not Advice or General for a reason... I just want to know if I'm making a mistake, not the amount of disagreement people feel about it
The problem you are going to have is that the magic item pricing guidelines do not work the way you think they do. They are not there so that players can min-max item costs by applying meaningless "restrictions." All custom items require GM approval, and the other posters are basically saying that they would not approve of your item. Personally, I'd never give a "cost to create" discount by adding in class/race/etc. restrictions, only a reduction in the sell value as there would be less demand.
You say you want hard and fast rules, well here it is : If your GM approves the cost, you did it right. If they do not, you did it wrong. The formulas are guidelines and often don't even remotely agree with CRB items. You give the impression that you are trying to pull one over on your GM with the defense of "the boards say it's priced correctly."
Also, I wouldn't allow masterwork goggles to give a blanket +2 to perception. Maybe for searching or some other subcategory, but goggles can really mess up your peripheral vision.
| Cheapy |
Finally had time to dig up the posts I was talking about.
Bonus quotes (from the bottom of the thread in the second link)!
Sean K Reynolds wrote:So then why bother to include these discounts? When would you ever use them, other than perhaps to screw over PC's by including treasure they not only might not be able to use but also can't sell for as much money?
When building an item, you calculate the cost to create it as if it were in the hands of an optimal user. Otherwise it's basically cheating. Observe:
Ezren makes a headband of vast intelligence +6. Cost to create: 18,000 gp
vs.
Ezren makes a headband of vast intelligence +6, but it only works for male humans (discount!) named Ezren (discount!) who are at least "old" age (discount) and were born in Absalom (discount!). Cost to create: ridiculously cheap, even though it works exactly like a standard headband +6.
That's pretty much the reason--and it's not me being a jerk, it's (insert evil race) being jerks.
And it makes people who max out Use Magic Device happy for their investment.
Name Violation
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so saving money and energy creating an item designed for only my alchemist to use is frowned upon? I figure it would be harder to make items for the average person to use (make them "user friendly"), and thats why it takes more time to not have the discount.
The point is I dont need them to be able to be used by everyone and their brother, i dont plan on selling it or handing it to someone else, so why shouldn't I be able to get the discount? Think of it as "jury rigging" an item so I can do things, spending more time and effort for others to be able to use it isnt my concern. Its like building a custom computer for cheap that you know how to use, but other people are unable to figure out how to work it because you customized it to your needs...