Senko
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First off let me make it clear this is not a rules question I may have made a mistake on calculating the price in which case feel free to correct me but my primary focus is whether you think the price is reasonable not whether its done correctly. Its part of my experimenting with the item creation rules and a general feeling I have if you go solely by the rules as written items wind up far more expensive than they should be especially compared to other items.
Ring of Travel
Aura Strong Conjuration CL 17th
Slot ring; Price [b]533,500 gp; Weight —
Description
By activating this ring, the wearer can benefit from greater teleport, planeshift or interplanetary teleport, as the spell.
Construction
Requirements Forge Ring, Greater Teleport, Planeshift, Interplanetary Teleport; Cost 533,500 gp
Now obviously a ring that lets you travel anywhere including across the planes effectively at will should be expensive but half a million seems too much even if you were getting mythic versions of those spells which you aren't. Personally I'd cut the price by more than half to around 240,000. However I'm curious what other people think both on the "would you pay this for this ring" question and the "Do you feel the item creation rules wind up putting item prices at too high compared to other things and you'd be better off trying to balance it to other item prices than worrying about the pricing rules" questions?
| Hobit of Bree |
As an at-will item, this is crazy powerful. Would I pay for it? In my current 5e game (yes, I know, but stick with me) we'd pay a massive amount for such an object and would have made it back in short order (non-trivial focus on trading between planes).
In most games, it would be game breaking even at 20th level (at-will movement like that is crazy).
Bring it down to once per day? Probably 150K.
Belafon
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As others have said, this is an insanely good item. I'd pay whatever the GM was charging. As a GM, I would have to take a real long and hard look at my campaign to determine if I would allow it at all. Assuming you stick to the self-only limitation established by boots of teleportation I might allow it at the full price. But even then I'd have to be sure my campaign wasn't going to be short-circuited by one party member who can always instantly and unerringly get to wherever she needs to be. The most likely disruptive outcome I see is that the one PC who has gotten this item would want to use it for "scouting" and a huge amount of game time would become one-on-one rather than involving the whole party.
240,000 is too low no matter how you slice it. At will interplanetary teleport would be 275,400 alone. Assuming it's allowed at all - it can be really, really disruptive even using spell slots.
Pricing is way more art than science. Paizo-published products are not entirely consistent (heck, the helm of teleportation does the exact same thing as boots of teleportation but costs 50% more for some reason). If you're using published items as a baseline they generally they err on higher side.
And yeah, your math is off. The price is higher than you calculated.
- If you put multiple abilities on an item, you have to multiply the lower-cost abilities each by 1.5 before adding them all together.
Price for command activated spell name = (spell level) x (minimum caster level) x 1800 (command word) x 1.5 (if not the highest-priced ability)
interplanetary teleport = 9 x 17 x 1800 = 275,400
greater teleport = 7 x 13 x 1800 x 1.5 = 245,700
plane shift = 5 x 9 x 1800 x 1.5 = 121,500
Total = 642,600
Add another 48,600 if a wizard made the whole thing. (Plane shift is 5th level for clerics but 7th for wizards.)
If you decide to continue with this item, there's really no need for greater teleport. Interplanetary does the same thing (but better), so no one would ever use greater.
| OmniMage |
I find that adventurers can't afford the best items they can make. As such, I'm inclined to think that this item has been priced correctly. Its power is just too expensive for level 20 adventurers.
Example: A staff of ice storm would be worth 25600 gp. The WBL table says that an adventure would should have 33000 gp at level 8. An adventurer wouldn't be able to afford that staff unless they sold off a bunch of valuable gear, assuming they were able to sell the gear at full price.
4 (spell level) * 8 (caster level) * 800 gp = 25600 gp.
lvl 1 wand 750, wbl 150?
lvl 2 wand 4500, wbl 3000
lvl 3 wand 15750, wbl 10500
lvl 4 wand 21000, wbl 23500
Name Violation
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I find that adventurers can't afford the best items they can make. As such, I'm inclined to think that this item has been priced correctly. Its power is just too expensive for level 20 adventurers.
Example: A staff of ice storm would be worth 25600 gp. The WBL table says that an adventure would should have 33000 gp at level 8. An adventurer wouldn't be able to afford that staff unless they sold off a bunch of valuable gear, assuming they were able to sell the gear at full price.
4 (spell level) * 8 (caster level) * 800 gp = 25600 gp.
lvl 1 wand 750, wbl 150?
lvl 2 wand 4500, wbl 3000
lvl 3 wand 15750, wbl 10500
lvl 4 wand 21000, wbl 23500
well for wands it makes sense. casting any spell potentially 50 times in a day?
thats not level 1 stuff. even if its just cure light wounds| Reksew_Trebla |
@Belafon
odd what I've got say's Spell level x caster level x 2000
That is for always active items. Those you have to activate are Spell Level x Caster Level x 1800.
and I used multiple same type ability which is full, second .75 then all others .5 for multipliers.
That is only for SLOTLESS items (which cost double) and that slotted items instead get a 1.5x multiplier for every ability except the highest priced one (in the event of a tie for highest priced ability, only one of them doesn’t get the 1.5x price).
Belafon
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The formulas are the formulas, but the real metric for pricing is "how much could this item disrupt the game?"
The classic example is bracers of true strike. The math says that for a continuous 1st level spell with a duration measured in rounds the price should be 24,000 gp. (Would be 8,000 but the minimum CL on a wondrous item is 3.) 24,000 for a constant +20 to hit? And ignore concealment? Yeah - never, ever going to happen at any price.
A published item like boots of teleportation has several balancing factors built in; some obvious and some hidden. Even the choice to make it 3 uses per day isn't just for pricing - because of that limit you can only make one round trip a day.
I just think your item could be too disruptive for any price. With the usual caveat that the GM knows the campaign best.
Senko
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The formulas are the formulas, but the real metric for pricing is "how much could this item disrupt the game?"
The classic example is bracers of true strike. The math says that for a continuous 1st level spell with a duration measured in rounds the price should be 24,000 gp. (Would be 8,000 but the minimum CL on a wondrous item is 3.) 24,000 for a constant +20 to hit? And ignore concealment? Yeah - never, ever going to happen at any price.
A published item like boots of teleportation has several balancing factors built in; some obvious and some hidden. Even the choice to make it 3 uses per day isn't just for pricing - because of that limit you can only make one round trip a day.
I just think your item could be too disruptive for any price. With the usual caveat that the GM knows the campaign best.
I see thanks.
That's why I asked for other peoples opinions. Mine is that plane shift and interplanetary teleport are very situational and not that big a deal in most games. Greater Teleport is potentially disruptive but not more than spellcasting. Still as I said this is why I asked for other opinions to see what others thought of the pricing.
Belafon
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That's why I asked for other peoples opinions. Mine is that plane shift and interplanetary teleport are very situational and not that big a deal in most games. Greater Teleport is potentially disruptive but not more than spellcasting.
I'm not sure why you think greater teleport would be disruptive but not interplanetary teleport. You don't have to travel to another planet when casting interplanetary teleport; you can go anywhere on your current planet as well. (That's why I suggested dropping greater teleport from the item if you do allow it in your campaign. Greater teleport is utterly pointless if you have at will interplanetary teleport.)
Senko
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Oh I see what your saying and I don't disagree I just tend to keep thinking of interplanetary for travel between planets not on them. Simple mental block and habit of thought influencing my reply. Doesn't affect the price much though when I remember to apply it getting 521,100 only about 10 thousand less since you don't need greater.