Craft Magic items cost issue


Rules Questions


Hi im a new GM for a group of players, one of which i am well aware is a power gamer (i dont really mind working with him with in the bounds of being reasonable) and ive come across an issue that im having trouble resolving.

going over wondrous item creation im having an issue.

starting with crafting a +2 belt of strength price is 4k, craft cost 2k.
thats all well and good.

adding on +2 dex is a craft cost of 2k + 50% sur charge for 3k, total item cost is 5k, right in line with the belt of physical might.
also perfectly fine

now using the rules to upgrade that belt to a +4 strength +2 dex belt we get hazy, he is saying it should cost him the difference between the +2 and +4 belt so thats a cost of 6k, for a total value of the magic item so far at 11k.

final step up it to +4 strength + 4 dex and another 6k because we are only paying the difference in the dex, comes to 17k. missing 3k from being in line with the normal +4 belt of physical might.

im thinking this is wrong because we didnt apply the 50% tax to the dex in this upgrade but the rules dont really say what to do when upgrading an off ability, only what to do when adding it.

please let me know if my last thought there is correct or not or where we are mathing wrong.


A way of looking at it is you're not "upgrading" an item, you're instead rebuilding from the bottom, and then you deduct the value (cost) of the original item.

So it should be +50% for updating secondary abilities.

It can get kinda wonky if an upgrade changes which ability is primary (most expensive), but it's no big deal.


DonDuckie wrote:

A way of looking at it is you're not "upgrading" an item, you're instead rebuilding from the bottom, and then you deduct the value (cost) of the original item.

So it should be +50% for updating secondary abilities.

It can get kinda wonky if an upgrade changes which ability is primary (most expensive), but it's no big deal.

Correct. Add in the missing 50% extra for the Dex upgrade and that accounts for the 3k gold difference.


Yeah, the upgrade rules are poorly written. Just do it like a new and custom items:

Quote:

Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.

Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.

So for Rings, hats, and other items that take up places on the body:

Most Expensive Ability: normal price
All others: 50% more expensive than normal

Other items you either get a discount or they cost the same. But I would lean just towards adding the costs together. If you want a Rod of Silent Spell usable 6/day, then it costs twice as much as a 3/day one. If you want it to be usable 9/day, then it costs 3 times as much. But I'd be a bit wary of this sort of thing. On the other hand, it can help avoid the silliness of someone constantly switching what is in their hand (and there are so many ways to game that so it isn't a very big deal).

The Exchange Owner - D20 Hobbies

I wouldn't allow non identical bonuses to stats.

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