| Post/Author/DateTime | Post |
|---|---|
| jagggar08-11-05, 01:34 PM | I understand that when you want to add an ability to an existing magic weapon you take the total price and subtract it from what you've already paid on it. But what do you do when the item functions differently based on the weilder such as the dwarven thrower. The specific specific weapon I want to further enchant is a set of Large beast claws (Savage Species). |
| tarkin08-11-05, 01:46 PM | 1) Officially the "Specific" weapons/armor are not allowed to be upgraded. That is why they were listed that way. 2) I house rule to let people do it anyway. (I use the method I call Balanced) Note, there are three common house rules to let you do it, which I call : Munchkin Method Medium Method Balanced Method Munchkin Method: Ignore the special qualities. Say you want to upgrade a Life Drinker Weapon. It is normally a +1 weapon that has some nasty other abilities, and costs 40,320. You want a +2 version. Upgrading a +1 weapon to a +2 weapon costs 6,000 gp, so you have to pay that, and it ends up as a +2 version worth 46,320 gp. Medium Method: Treat it as nearest weapon, rounding down allowed. 40,320 is closest to 32,000 for a +4 weapon. Upgrading a +4 to a +5 costs 18,000 gp. So you have to pay 18,000 gp and end up with a +2 version that costs 58,320 gp Balanced Method: Treat it as nearest weapon, but always round UP. 40,320 is under 50,320 for a +5 weapon. Upgrading a +5 to a +6 costs 22,000 gp. So you have to pay 22,000 gp and end up with a +2 version that costs 62,320 gp Obviously, I use the method I call Balanced. The method I call Munchkin method is almost always patently ridiculous. The Medium method is also ridiculous once you get above 70,000 gp. |