Enhancement bonus on magic items modifying ability scores


Rules Questions


So, I've been flipping through the archives, searching for this particular subject, but haven't seen it quite answered. Since there is no formula for determining caster level requirement of say, a Belt of Giant Strength, what's to keep a creator from making nothing but +6 Belts? Why bother having a +2 or +4 when you can have a +6 with no additional work? I know that money can be a limiting factor, but if a player got lucky and ran into a pile of bandit loot, or by some stroke of luck killed a dragon single handed, they could have the requisite cash to go whole hog. Furthermore, what's to keep a creator from going beyond the max (in the book) +6 (assuming the DM give his approval)?

What I'm asking is, why doesn't this type of item have the same CL restrictions that other enhancement items do (CL 3 x Enhancement bonus)?


1) the cost of crafting it.

2) see above.

3) there's this thing called expected wealth by level, if the gm gives out loot in excess of it, then yeah, the player will be able to afford more than expected.

4) If the DM gives approval for bonuses greater than +6, then nothing. If the GM allows something special, then they need to deal with any issues it causes.

5) Why does it need a caster level requirement? It's not like that would stop any crafting of it at lower levels anyways.


willuwontu wrote:

1) the cost of crafting it.

2) see above.

3) there's this thing called expected wealth by level, if the gm gives out loot in excess of it, then yeah, the player will be able to afford more than expected.

4) If the DM gives approval for bonuses greater than +6, then nothing. If the GM allows something special, then they need to deal with any issues it causes.

5) Why does it need a caster level requirement? It's not like that would stop any crafting of it at lower levels anyways.

I'm really asking for the sake of a high level game I'm in. And by high level, I mean well beyond level 20. I figured a CL requirement would give me a framework to work within, because at the level we're playing, money is just no real impediment.

Liberty's Edge

1) Playing at above level 20: there are no rules in Pathfinder for that. High power play is done through the Mythic rules.

2) Bonuses of more than +6: you are making items with artifact power levels. You either need to use the Mythic rules or to adapt the Epic rules from 3.5.

3) With enough cash, a level 5 spellcaster or a level 7 commoner can make a gem of unlimited wishes. The DC for crafting magic items is really easy to beat. For the belt, I suggest using a limit of 1/3 of your CL. I.e. a 3rd level caster can make oly +1 belts, a 6th +2 and so on. But when you play at level 21+ it is all house rules.

Dark Archive

I'm confused. You seem to be looking for rules that prevent activity that is only able to happen by going outside the rules in the first place...


Money should always be an impediment; the difference between a +4 belt and a +6 is 20,000gp. To get an extra +1 to attack, damage and related skills is an extra 20,000gp. That's comparable to buying ten slotless items that give you a +1 to each of those rolls separately.

To go from a +6 to a +8 is an extra 28,000gp. +38,000gp for a +10 and +44,000gp for +12.

There are better things to spend your gold on.

With that said, if it's not in the existing rules, make some up. That's the territory you're approaching, anyway.


Diego Rossi wrote:
1) Playing at above level 20: there are no rules in Pathfinder for that. High power play is done through the Mythic rules.

Oh? What about Advancing Beyond 20th Level?

The Mythic rules are going in another direction. Not an add-on beyond 20th. The tiers are essentially quest completions and not XP gain.

/cevah

Liberty's Edge

Cevah wrote:
Diego Rossi wrote:
1) Playing at above level 20: there are no rules in Pathfinder for that. High power play is done through the Mythic rules.

Oh? What about Advancing Beyond 20th Level?

The Mythic rules are going in another direction. Not an add-on beyond 20th. The tiers are essentially quest completions and not XP gain.

/cevah

Those that suggest using 3rd edition rules and alternatively give some guideline, including the text "Note that these guidelines aren’t robust enough to keep the game vibrant and interesting on their own for much longer past 20th level, but they should do in a pinch for a campaign that needs, say, 22 or 23 experience levels to wrap up."?

They are not rules, only guidelines.


OK, Mr. Pirate of the Caribbean....

That said, they are rules. Very limited and referring to other systems. Lots of GM input needed. So yeah... kinda like guidelines.

/cevah

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