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Subject: Cost of belt of strength +1

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03/05/2006 12:42 AM  
I know that you can make magic items for ability increases. There are plenty of examples in DMG of things like Gloves of Dexterity +2. Various examples typically have +2 bonus on item costing 4000 gp. How much would it cost to make a +1 bonus for something in the correct slot (strength works with belt slot)?

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03/05/2006 12:47 AM  
quote:
Originally posted by Corim Danex

I know that you can make magic items for ability increases. There are plenty of examples in DMG of things like Gloves of Dexterity +2. Various examples typically have +2 bonus on item costing 4000 gp. How much would it cost to make a +1 bonus for something in the correct slot (strength works with belt slot)?



I would divide by two...Like the above example, if the gloves of dex +2 were 4000gp then a +1 would be 2000. Generally, I wouldn't do that unless it balanced out an odd score.

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03/05/2006 1:18 AM  
I understand that it's not the most useful item over the long term. I have a player with a mighty +3 comp longbow that is magical and he has a 15 strength. He takes a penalty to use the bow since he has a Str bonus of +2. Therefore, he just needs the boost to Str until he reaches 8th level and can boost it with the ability point increase.

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03/05/2006 1:28 AM  
Howdy,

for stat bump items, the cost is the square of the enhancement
bonus, so +2 - 4k, +4 - 16k, etc. I would allow my PC's to get
ahold of it with a market price of 1000 gp plus maybe 10% because
it is a "not off the shelf commodity."

Good luck.

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03/05/2006 1:32 AM  
quote:
Originally posted by CarrionCrawler

Generally, I wouldn't do that unless it balanced out an odd score.



Actually, that's the specific reason why these types of items provide an even numbered bonus to ability scores. That way they are balanced regardless of whether the character has an even or odd value for the ability score.

It's part of the design of the game, and generally all items and spells which provide temporary ability score increases should do so in a multiple of 2.

The 4,000 gp cost of a pair of Gauntlets of Ogre Power isn't really for providing a +2 to the ability score, but rather for providing a +1 to activities associated with that ability score, so there isn't really any way to cut it in half to decrease the price of an item.

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03/05/2006 2:47 AM  
quote:
Originally posted by LCS

quote:
Originally posted by CarrionCrawler

Generally, I wouldn't do that unless it balanced out an odd score.



Actually, that's the specific reason why these types of items provide an even numbered bonus to ability scores. That way they are balanced regardless of whether the character has an even or odd value for the ability score.

It's part of the design of the game, and generally all items and spells which provide temporary ability score increases should do so in a multiple of 2.

The 4,000 gp cost of a pair of Gauntlets of Ogre Power isn't really for providing a +2 to the ability score, but rather for providing a +1 to activities associated with that ability score, so there isn't really any way to cut it in half to decrease the price of an item.



That nails it on the head. Stick with multiples of 2 for ability score items (keeps the game more balanced).

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03/05/2006 9:07 AM  
I personally like giving out +1 stat items or similarily depowered magic items for my players at low levels. They can be a good, but not great reward that don't seem too out of place on low level PCs.

1000 gp seems about right, perhaps a bit more.

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03/05/2006 9:29 AM  
quote:
Originally posted by jacksonm

I personally like giving out +1 stat items or similarily depowered magic items for my players at low levels. They can be a good, but not great reward that don't seem too out of place on low level PCs.

1000 gp seems about right, perhaps a bit more.



I can see the rp value of this! Low level characters, having little money to spend in the big city, happen upon "Crazy" Erdikil's House of Slighty Used Magic Items. Kinda like a flea market tent run by a mad gnome...

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03/05/2006 10:02 AM  
Here's the secret: gauntlets of the mama's boy ogre (i.e., +1 to Strength) aren't appreciably worse than normal gauntlets of ogre power.

Consider: if you have a Strength of 14, why bother wearing the weaker item? If you have a strength of 15, you get almost exactly the same benefit from wearing the weaker item as you get from wearing the stronger item (i.e., +1 on attacks, damage, Strength checks, and Strength-based skills). If the weaker item is cheaper, anybody who would wear it is effectively getting the stronger item for much less money.

Another way to look at it: Let's say your price this weaker item at 1000 gp, as someone suggested. The normal stronger item is 4000 gp. The only difference between them, in practical usage, is going to be +1 Strength worth of carrying capacity, yet the price difference between them is 3000 gp. Is 3000 gp of the price of gauntlets of ogre power due to the +1 Strength-for-carrying?

If you're going to do this, the break should be minimal. I'd charge 3500 gp, myself.

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03/05/2006 3:52 PM  
quote:
Originally posted by Wayne

Here's the secret: gauntlets of the mama's boy ogre (i.e., +1 to Strength) aren't appreciably worse than normal gauntlets of ogre power.

Consider: if you have a Strength of 14, why bother wearing the weaker item? If you have a strength of 15, you get almost exactly the same benefit from wearing the weaker item as you get from wearing the stronger item (i.e., +1 on attacks, damage, Strength checks, and Strength-based skills). If the weaker item is cheaper, anybody who would wear it is effectively getting the stronger item for much less money.

Another way to look at it: Let's say your price this weaker item at 1000 gp, as someone suggested. The normal stronger item is 4000 gp. The only difference between them, in practical usage, is going to be +1 Strength worth of carrying capacity, yet the price difference between them is 3000 gp. Is 3000 gp of the price of gauntlets of ogre power due to the +1 Strength-for-carrying?

If you're going to do this, the break should be minimal. I'd charge 3500 gp, myself.



QFT. Your player should probably just wait for their every-four-levels stat bump, or just buy a mighty(+2) longbow, which will be far cheaper anyways.

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03/06/2006 12:30 AM  
4,000 gp.

For a character with a 13 Str, gauntlets of strength +1 are as good as gauntlets of strength +2.

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03/06/2006 8:58 AM  
To further reinforce that this isn't an optimal idea (but it IS your campaign), I can't recall whether it was an actual sidebar in the DMG or something I read online, but I recall one of the 3.0 designers (Monte, maybe) specifically saying that they avoided +1 items because it encourages min/maxing by the players.


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03/06/2006 9:20 AM  
The DMG uses the following equation to get the cost of a wonderous item of this sort. (Enhancement bonus squared)x 1000 gp. For example: Gauntlets of ogre power +2 are (+2 squared= 4)x 1000 gp= 4000 gp. For a +1 bonus it should come out to 1000 gp....unless the DM wants to charge more. It is always up to them [:)]


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03/06/2006 9:38 AM  
B is right in that, "By the book," this item would be priced at 1000gp. I would actually price it at 2000gp (half the price of the +2 item) for a few reasons.

1. Someone who has a Strength score that will not be bumped into the next highest category is unlikely to claim the item as their share.
2. Someone whose gain with this item bumps them up into the next highest category gets the exact same benefit as the regular item for a quarter of the cost.

On the flip side, if getting this item puts you on the verge of bumping, your next stat gain at 4th level is a no brainer in most cases.

Just my thoughts on it.

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03/06/2006 9:42 AM  
Ditto on the balance issues. Ability increase items (not talking AC, saves, etc. here) always appear in even increments (+2, +4, etc.)

There's a give and take / balance game going on here. Feats, etc. always have ODD stat entry requirements ... but the min/max breaks are all even. Allowing a player to hyperoptimize on this for cheap could get messy really quickly and upset the balance between players, monsters, etc.

All of this can be managed by the DM though. If you're running a game closer to the suggested wealth/power averages and related ELs then you will have problems ... if you're tweaking things constantly and can keep track of it (including boosting monsters as appropriate) then you can probably manage it.

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Québec

03/06/2006 12:18 PM  
From a player's perspective, unless I was level 1-3, I would be very mad to "only" get a
+1 and if it were sold even at 1 000 gold pieces, I would try to lower the price or not
even bother. I would be too affraid the DM might think this is good behaviour and start
giving us weaker than usual treasures. Besides, rthe rules are quite clear aboout items offering odd-numbered bonuses and you, as a DM could be the victim of, say a Fighter buying +1 DEX gauntlets just to get the Improved Two-Weapon Fighting feat so he would not have to waste a precious stat point that would normally go to STR or CON.

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03/06/2006 3:26 PM  
I also wouldn't allow the +1 item.

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03/06/2006 3:30 PM  
I will jump on the band wagon here and agree. The +1 items aren't in the game already for a reason and should probably remain that way.

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03/07/2006 1:27 AM  
i'll ditto LCS and wayne on this one. it's not appreciably different than +2, unless it's an item someone isn't going to use. BTW, for feat purposes, I as a DM never let temporary modifiers count towards feat pre-requisites. in my world, stat-boosting magical items just LOVE to be stolen by rogues.

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03/07/2006 2:17 AM  
quote:
Originally posted by EldritchSoul

i'll ditto LCS and wayne on this one. it's not appreciably different than +2, unless it's an item someone isn't going to use. BTW, for feat purposes, I as a DM never let temporary modifiers count towards feat pre-requisites. in my world, stat-boosting magical items just LOVE to be stolen by rogues.



I allow constant bonus items, like a belt of giant strength, to work. You just lose access to everything you gained if you lose the prereqs (see Complete Warrior p. 16.)

It is a calculated risk for the character, sure. It doesn't break anything really. At epic levels it is really the only way for some feat prerequisites to be achieved at any kind of reasonable level, especially with 25 or 28 point-buy characters.

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03/07/2006 2:18 AM  
quote:
Originally posted by LCS
It's part of the design of the game, and generally all items and spells which provide temporary ability score increases should do so in a multiple of 2.
One exception, IMO, is the 3.5 version of bull's strength (and similar spells). IMO, they should have changed the modifier from +4 to +5.

(1) The spells were significantly weakened in the change from 3.0 to 3.5, and they could have mitigated that by making the modifier +5 instead of +4.

(2) It gives another marginally useful reason to have an odd stat, like feat prerequisites do.

(3) Even for people with even stats, the +2 modifier is good enough that it'll still see some use.

(4) It keeps the spell potentially slightly useful even if people have +4 stat-boost items.

There are occasionally good reasons to have odd-numbered stat-boosters. The trick is that the item or spell in question needs to be useful for odd and even stats (although obviously more so for the latter), and there really shouldn't be much of a cost break because the mod is odd.

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03/07/2006 2:26 AM  
quote:
Originally posted by Wayne

quote:
Originally posted by LCS
It's part of the design of the game, and generally all items and spells which provide temporary ability score increases should do so in a multiple of 2.
One exception, IMO, is the 3.5 version of bull's strength (and similar spells). IMO, they should have changed the modifier from +4 to +5.

(1) The spells were significantly weakened in the change from 3.0 to 3.5, and they could have mitigated that by making the modifier +5 instead of +4.

(2) It gives another marginally useful reason to have an odd stat, like feat prerequisites do.

(3) Even for people with even stats, the +2 modifier is good enough that it'll still see some use.

(4) It keeps the spell potentially slightly useful even if people have +4 stat-boost items.

There are occasionally good reasons to have odd-numbered stat-boosters. The trick is that the item or spell in question needs to be useful for odd and even stats (although obviously more so for the latter), and there really shouldn't be much of a cost break because the mod is odd.



Insight bonuses from books/wishes still allow odd stats, which I think is sufficient to allow enough customization to the really dedicated PC. I think the stat-boosters are still reasonably strong spells - spells losing utility as you advance in level isn't very unusual; see color spray and sleep. In particular the mental boost spells give low level characters a very useful +2 spell DC boost that they can't reasonably get any other way.

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03/07/2006 2:51 AM  
quote:
Originally posted by IanB
Insight bonuses from books/wishes still allow odd stats, which I think is sufficient to allow enough customization to the really dedicated PC.
Inherent bonuses. But I'm not sure of your point. My point is that having the stat-boost spells give an odd bonus gives one more minor reason for players not to stress about getting all of their stats to even numbers.

quote:
I think the stat-boosters are still reasonably strong spells - spells losing utility as you advance in level isn't very unusual; see color spray and sleep.
Again, I'm not getting your point. I agree that they're fairly good spells -- my dwarven cleric uses bull's strength often. I simply think the benefits of making them +5 outweigh any drawbacks, and don't make the spells too powerful.

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03/07/2006 3:05 AM  
Although +5 looks good, it also means a significant pain for the DM.

+4 is a flat +2 bonus to everything related.

When an NPC casts something with a +5, you suddenly have to think "is that +2 or +3?"

Not worth it, IMO.

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03/07/2006 10:39 AM  
If a spellcaster in one of my games wanted to spend his money and experience points in making a +1 item I would certainly let him. There is no reason to force him to spend double if he does not want to and allows him to break out of the constraints of the predictable magic item lists. In my opinion, the formulas for pricing items are there for just this reason. To allow us to go "off-road".

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03/07/2006 12:19 PM  
The idea of +5 for a Bull's Strenght did give me an idea, it could increase in potency with caster level and start at +2, all the way up to a +6 at around 15th level or so,
otherwise, I think odd numbers are, as Merric said, not worth it and a pain...

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03/07/2006 1:06 PM  
I think Merric and I disagree on the meaning of significant. I can tell at a glance if it would be a +2 or a +3 bonus. Practise, I guess. 3.0 wasn't THAT long ago.

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03/07/2006 1:40 PM  
Well, 50% of the time a +1 IS useless. I also would not allow magic items bonuses to grant access to feats a character cannot access naturally. I am building my Fighter/Barbarian around fighting with an Orc Double-Axe, so I made the long-term commitment to use my first 3 stat points for DEX to gain the feats and I think it should be how it is done. Just my humble opinion...

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03/07/2006 4:58 PM  
quote:
Originally posted by Wayne

quote:
Originally posted by IanB
Insight bonuses from books/wishes still allow odd stats, which I think is sufficient to allow enough customization to the really dedicated PC.
Inherent bonuses. But I'm not sure of your point. My point is that having the stat-boost spells give an odd bonus gives one more minor reason for players not to stress about getting all of their stats to even numbers.

quote:
I think the stat-boosters are still reasonably strong spells - spells losing utility as you advance in level isn't very unusual; see color spray and sleep.
Again, I'm not getting your point. I agree that they're fairly good spells -- my dwarven cleric uses bull's strength often. I simply think the benefits of making them +5 outweigh any drawbacks, and don't make the spells too powerful.



Well, it is a near thing, but I think the possibility of a +3 DC increase on spellcasting is a little too good for a level 2 spell. +2 seems to me to be about right. Also - if the spells are useful and balanced as they stand, I don't see the value of making a change that might mess up balance. YMMV.

I actually like having odd stats post-generation, since it makes for instant gratification when it comes time to get those stat increases...

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03/07/2006 7:15 PM  
quote:
Originally posted by Grim

I think Merric and I disagree on the meaning of significant. I can tell at a glance if it would be a +2 or a +3 bonus. Practise, I guess. 3.0 wasn't THAT long ago.



If my NPC wielding sword & shield drinks a potion of Bull's Strength, I know that it is a +2 bonus to attack & damage.

If the bonus were +5, I'd have to actually look at his current strength score to see if it were odd or even to know what the bonus would be. I'd prefer to eliminate that step. In a complex combat, that's one additional thing I don't want to worry about.

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03/08/2006 3:34 AM  
I wouldnt have any problem with a +1 item. I dont really see it as that big of a deal. It doesnt really unbalance anything, or anythign even relatively like that.

While some could argue that it takes an extra step to check the score, you could argue that about all *sorts* of things that are in D&D, and you probably still use them. I dont see how one thing is that big of a deal. But if people want to keep it simple, more power to them. I like having variety.

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03/08/2006 7:32 AM  
IHawk and B have it right at 1000gp.

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03/08/2006 10:00 AM  
I find that all kinds of buff spells and enemy unbuff spells like ray of enfeeblement make my PC and NPC scores change by the round anyway.

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03/08/2006 1:02 PM  
Yep, there's lots of things that you need to keep track of. Looking real quick to see if the stat is odd or even i dont think takes a lot of time out of rpg..

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03/08/2006 2:46 PM  
Still, the more time saved, the better for a DM. I actually really like how simpler stats in 3.0 and 3.5 compared to 2nd Edition ( the worst was the 18 STR for everyone else and the 18 + d100 STR for fighter types. If you rolled under 50, it was a nightmare and the plus to damage and to hit was different at each sub-increments of increments of 1...).

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