Can you alter and modify magic items? [Archive] - Wizards Community

Post/Author/DateTimePost
Mooncalf

02-23-07, 12:25 PM
I'm in need of some opinions and viewpoints. These issues are likely to fall under houserule, but I want to know what people think. That is, people other than me and my players.

Let's say you obtain a magic robe, but you don't think a robe would suit your character's style (for example, if you're a monk), so you want to make some alterations and turn it into a tunic. Would cosmetic alterations be acceptable (possibly with a Craft check or casting Fabricate or similar) without disrupting the enchantments, or would the DM object?

How about combining items? Such as taking a handy haversack and stitching it into a robe for convenient pockets, or forging a ring into a bracer? As long as you have the appropriate craft feats and pay the gold difference (as well as xp and time), it wouldn't upset the balance.

And what about weapons and armor? Maybe you have a sword of disruption +3, but you'd much rather have a scythe, and you know a blacksmith who dabbles in enchanting, couldn't it work?

I think it would be nice to allow the players to customise a bit. What do you think?
CantripN

02-23-07, 12:33 PM
It seems balanced, so long as costs are inforced. Robe -> Tunic won't cost you a penny, though. Maybe an expert tailor...
The_Ditto

02-23-07, 12:37 PM
I'm in need of some opinions and viewpoints. These issues are likely to fall under houserule, but I want to know what people think. That is, people other than me and my players.

Let's say you obtain a magic robe, but you don't think a robe would suit your character's style (for example, if you're a monk), so you want to make some alterations and turn it into a tunic. Would cosmetic alterations be acceptable (possibly with a Craft check or casting Fabricate or similar) without disrupting the enchantments, or would the DM object?


The rules don't cover this (specifically) ... however, I'd probably start by ruling it as adding an enchantment to an item

For example. The rules state that if you had Gauntlets of Ogre Power (Market value: 4,000 gp) and I wanted to add, say a +2 Dex modifier it to (ala Gloves of Dexterity) ...

That you calculate the cost of the new item (4,000 + (4,000*1.5) = 10,000 )
Minus the original: 4,000 ... and pay the difference to upgrade it: 6,000 (well, actually, only 3,000 cost since those were all market values, and costs to craft are half market ...)

This would usually net a zero ... unless the body slot affinity changed ...

.. after that .. I'd probably add a % of the total cost of the item as an added charge of altering the item. (not sure how much .. but not much ... 10-20% ?)


How about combining items? Such as taking a handy haversack and stitching it into a robe for convenient pockets, or forging a ring into a bracer? As long as you have the appropriate craft feats and pay the gold difference (as well as xp and time), it wouldn't upset the balance.


See my example above, I basically stitched gloves of Dexterity into Gauntlets of Ogre power ... the calculation and effect are the same ...


And what about weapons and armor? Maybe you have a sword of disruption +3, but you'd much rather have a scythe, and you know a blacksmith who dabbles in enchanting, couldn't it work?


Again, I'd recalculate fo the different item .. and then (probably) calculate a small "cosmetic fee" to change the type ...
tarkin

02-23-07, 12:37 PM
There are issues you have not considered.

A major one is slot useage.

Slot useage affects price, significantly.

---------------

Innappropriate slot is supposed to raise the cost by 50%.

If you are willing to pay that 50% penalty, it seems fair to me.
WinterPsionic

02-23-07, 02:48 PM
I've seen the general house rule that the enhancements on 1 item can be FULLY transferred to another item of a similiar type w/o any problem(if you want to take the whole placement->effect crap the rules use and that Tarkin point out but feel free, personally I don't see a problem with Gloves of Intelligence, it just sounds stupid, if the enchantment is magical why couldn't it work?
I mean does Fox's Cunning have to be aimed at your head to work?.....*end vent*).

So in the case of your sowrd just get a masterwork scythe and you'll ned up with a +3 Scythe of Disruption and a Masterwork Sword.

Mod'ing has already been covered.

And I'm not quite sure what you want to do with the robe and sack....please explain...
Mooncalf

02-24-07, 07:37 PM
I've seen the general house rule that the enhancements on 1 item can be FULLY transferred to another item of a similiar type w/o any problem(if you want to take the whole placement->effect crap the rules use and that Tarkin point out but feel free, personally I don't see a problem with Gloves of Intelligence, it just sounds stupid, if the enchantment is magical why couldn't it work?
I mean does Fox's Cunning have to be aimed at your head to work?.....*end vent*).

I agree that the placement rule makes little sense. I guess they just wanted to restrict the overcreative item designers a little... though why, I don't know...

So in the case of your sowrd just get a masterwork scythe and you'll ned up with a +3 Scythe of Disruption and a Masterwork Sword.

Hmm... personally, I'd rule that the original weapon is used fully and does not remain (I'm basically reforging the blade into a scythe blade and attaching a handle) rather than just pulling the enchantments out and putting it into another weapon.

On the other hand, I just got the inspiration for a magic-scifi setting where you could do just that; where weapon enhancements are stored in little thingies (maybe runestones, or crystals) and you can switch them around like an everyday man would switch graphic cards in his computer. Heh, neat. I'll have to run with that sometime.

And I'm not quite sure what you want to do with the robe and sack....please explain...

Well, the handy haversack has two benefits: extra-large storage, and the ability to get you the thing you're looking for without rummaging around (so retrieving it is a move action without AoE). Now consider that it's not a garsih backpack, but rather the clothing you're wearing has lots of pockets that seem to store an inordinate amount... and no matter which pocket you put the thing in, or how deep down it should be, you can retrieve it from any pocket with ease. Cool, convenient and stylish.