"Brief" simple thought on player magic item pricing [Archive] - Wizards Community

Post/Author/DateTimePost
chakrava

03-23-07, 10:52 PM
It's always kinda rough to price some player-made magic items. For my current game I wanted to see if I could get a magic item that cast cure light wounds as many times per day as I wanted. We plugged around a couple different sets of numbers and ways of looking at things, and settled around 8k. My DM allowed it, but always got kind of annoyed when, after battles, I went around healing the entire party to full (over a period of minutes in-game 1d8+1 healing per 6/sec is SLOW). But I found a way of looking at things that made him fine with the whole thing:

Gloves of cure light
Upon speaking a command word, the wearer heals a touched subject of 1d8+1 hit points.
Faint Conjuration; CL 1st; Craft Wondrous Item, cure light wounds; Price 8,100 gold

vs.

potion of cure light wounds
The imbiber is healed of 1d8+1 hit points.
Price 50 gold; Weight 1/10 lbs.

I explained to my DM that 8100 gold would buy 162 potions of cure light wounds. He brought up the weight and size of carrying 162 potions.

Potions weigh 1/10 a pound and take up 2 square inches each. 162 potions totals a whopping 16.2 lbs. and 324 inches (27 feet) of space. Five words: Type 4 bag of holding.

Now, whether you agree with this logic or not (162 potions is really a better deal, you can pass them out to party members so EVERYONE can heal, etc.) it led me to another method to evaluate player-created magic items.

"At will" items are the order of the day in my gaming group, and so coming up with prices for them is a constant battle. It can be very hard to come up with a truly "fair" price for an at will lesser restoration item (as we recently had to do). "Spell level x caster level x 1800" is 10,800 gold; but there's very few healing items to compare it to to figure if this is "fair".

So, it's simple as anything and probably a let-down for anyone who has read this far down, but just multiply the potion cost times 50. Item creation costs require you to provide 50 of a costly material component to create an item, which afterwards can perform the spell unlimited times. So, along that same line of thinking: an item that performs a spell at will is worth at least the cost of a potion of that item x 50. Potions over scrolls, since scrolls are only usable by some classes, and the created item (like a potion) can be used by anyone. 300 x 50 = 15k, which is a much better starting point before calculating body slot affinities etc. for an at will lesser restoration item.

Just my thoughts.
Reversefigure4

03-23-07, 11:05 PM
This seems like exactly what you -shouldn't- do.

Sure, it's the same price as 162 CLW Potions. But depending on what sort of levels you are, you could burn through those potions in a day. A 10th level Ranger has 10d8 HD, plus whatever extra hit points he has from Con. That's 10 of your potions to fully heal him back up. Put him in the party with the 10th level Barbarian, A Rogue, and a Wizard, and now you're looking at using 30-40 potions a day. Your entire stock is cleaned out in 4 days, less if you're doing anything else with the potions.

With the Continious Gloves, you can heal everything. Forever. Every bump and bruise the party takes, every wounded NPC they ever meet, not a problem. With 4 non caster characters, you probably never need to stop and sleep.
chakrava

03-24-07, 09:52 AM
Well, clearly at will healing items aren't for every/most/any campaigns. The implications of magic items that could heal EVERYONE, FOREVER are scary. The game it was ok'd in is open to almost anything, and there's numerous homebrew item in-game (also, no healer at the time). If it needs mentioning, I will totally agree that at will healing items shouldn't be in any "real" or "normal" campaign. The little pricing idea I had applies to more than just healing items, and with the item cost estimation rules being, at times, far to open to interpretation it offers one more way to look at things. In my own homebrewed gear, I at least try for some degree of balance and any method I can use to get some perspective to evaluate an item to is welcome.

(And you'd be surprised how little the gloves come into play besides healing between fights. A level 11 character has MUCH better options in combat than wasting their standard action to heal someone of 1d8+1. Between 1d8+1 healing and an 11d6 eldritch blast*, which would you choose? As someone who has a set of the gloves in a campaign I can tell you they're not so useful as they look at first glance. But they still shouldn't be in a normal game.)

*8 Warlock, 2 Hellfire Warlock, 1 Binder: 5d6 blast, +4d6 hellfire blast, +2d6 chausible of fell power (Binder to restore 1 ability damage per round)
ZomB

03-24-07, 10:21 AM
There are the 2 times per day eternal wands form Eberron CS to use as a baseline for N times per day cures and restorations.
Grimmsfeld

03-26-07, 05:45 PM
By my calculations, such an item'd cost 40k on the market. That's using the guidelines from the DMG. I know it suggests that those rules aren't always accurate, but it's a good starting point nonetheless.

8100 is fine, if you're playing in a game where ridiculously powerful items are retardedly cheap. But if the rules are bent in such a way in your game, why ask us if it's balanced? I'm not surprised at all that the items aren't used in combat. It's the same reason that no one with UMD uses a wand in combat for healing.