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Subject: recovered topic 8718

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Malin Lug
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09/15/2005 11:59 AM  
recovered topic 8718

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Malin Lug
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09/15/2005 11:59 AM  
Well... for a staff of Wizardry and a staff of the Magi, you recharge it by absorbing spells. There is no cost. It is why they are so absolutely scary tough. Other than that... the cost really depends on the GM, ours did it by a percentage of the total cost of the item. A staff that costs 50,000 and has 50 charges costs 1000 per charge.


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Zenako
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09/15/2005 12:19 PM  
Some prorated cost seems reasonable, and it has been my experience that items like staves, if they are of an appropriate power level really do little to alter game balance. Encounters seldom give a chance to expend even a small percentage of available spells for moderate to high level casters. The extra spells from a staff are just gravy, UNLESS they are spells normally above the abilities of the casters. (And if they are, then they probably do not have the spells needed to recharge the staff in any case and would have to hire NPC's at the going rate to cast spells into the staff to recharge it._

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Lab Monkey
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09/15/2005 12:50 PM  
In this case it would recover a number of charges per day based on the phase of one of the moons (this is for a Dragonlance campaign). The rate would be 3 for high Sanction, 1 for waxing/waning, and 0 for low sanction.

It's a powerful item that steadily increases in power with caster level, so I want to cost it appropriately.

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IHawk
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09/15/2005 6:41 PM  
quote:
Originally posted by Lab Monkey

In this case it would recover a number of charges per day based on the phase of one of the moons (this is for a Dragonlance campaign). The rate would be 3 for high Sanction, 1 for waxing/waning, and 0 for low sanction.

It's a powerful item that steadily increases in power with caster level, so I want to cost it appropriately.



And if it gets too powerful...it becomes renown throughout the land and is soon stolen by your PC's favorite bad guy to use against them...restoring game balance, once and for all...hahahaha

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glauron
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09/15/2005 6:54 PM  
I refer you to http://www.wizards.com/default.asp?x=dnd/rg/20041221a for most anything you might need to know about staff creation. It might help in calculating recharge costs.

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Lab Monkey
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09/15/2005 8:15 PM  
quote:
Originally posted by glauron

I refer you to http://www.wizards.com/default.asp?x=dnd/rg/20041221a for most anything you might need to know about staff creation. It might help in calculating recharge costs.

Good article. Thanks for sharing it. Unfortunately, nothing on recharging costs.

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Lab Monkey
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09/15/2005 8:18 PM  
quote:
Originally posted by IHawk
And if it gets too powerful...it becomes renown throughout the land and is soon stolen by your PC's favorite bad guy to use against them...restoring game balance, once and for all...hahahaha

Well it's a highly good aligned item. I probably post the abilities and progression shortly. However, the PC will not know what the upcoming powers are, so if it gets out of hand I can just limit the progression until it swings back into balance.

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IanB
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09/15/2005 8:33 PM  
Well, the rod of absorption is 50,000 gp and works somewhat similarly, but with a limited lifetime. (50 spell levels) An infinitely usable rod of absorption would almost have to be an artifact.

I would guess that the rechargeability is the entire reason the staff of the magi is an artifact and would likely not allow players to make an item that worked that way.

As far as costing it, I wouldn't worry too much. Unless you're playing an RPGA Living whatever game there's no reason you have to force characters to a particular money value at a given level, other than game balance guidelines. If you aren't going to let people make things like these, just treat it as an artifact and make the minor encounter ajustments you need to in order to provide a challenge.

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Lab Monkey
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09/15/2005 9:37 PM  
quote:
Originally posted by IanB
As far as costing it, I wouldn't worry too much. Unless you're playing an RPGA Living whatever game there's no reason you have to force characters to a particular money value at a given level, other than game balance guidelines. If you aren't going to let people make things like these, just treat it as an artifact and make the minor encounter ajustments you need to in order to provide a challenge.

Yes, this is definitely not for a character to craft, but for me to keep encounters balanced. It's mostly a support/defensive item, so it's unlikely to be especially game breaking.

I think what I'm going to do is give it's abilities each a limited number of uses per day. It's much easier to calculate and balance that way.

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