cheap grafts [Archive] - Wizards Community

Post/Author/DateTimePost
beejazz

04-28-05, 07:53 AM
I want to make grafts in my campaign cheaper, weaker, and more common. So far I've used pricing guidelines in the DMG and I've come up with this:

Ability scores
+2 4,000gp
+4 16,000gp
+6 36,000gp

Skill Bonuses

+2 400gp
+3 900gp
+4 1,600gp
+5 2,500gp

Nat Armor
+1 2,500gp
+2 10,000gp
+3 22,500gp

I'm not as sure about pricing for the following
+10 speed
extra appendage (prehensile)
extra appendage (locomotive)
extra appendage (nat atk)
extra appendage (combination)
extra appendage (other)
other grafts
stamhaven

04-28-05, 09:07 AM
What are the BoM prices for ability enhancement grafts? Also do grafts take up regular item slots (fake finger takes up a ring slot for instance) or are they seprate and effectively extra unusual slots or slotless (*1.5 or *2 price factor in general)? Those are critical pieces of info to judge fair pricing with.
beejazz

04-28-05, 11:53 AM
BoM? Anyway, no, no item slots (unless you have advice on how I can incorporate them). And I really need these grafts to be pretty cheap, as they are the only real permanent magic items in my campaign setting (most other items constist of IV needles that emulate potions and elixers, except that they can be used offensively in combat). I'm still working on some off-the-wall way to incorporate magic items that emulate scrolls- but that's off topic. Anyway, I want a campaign who's focus is less on gear (poverty setting and all) by a) making magic items temporary and b) making magic items part of the players' bodies. so I guess we're stuck with the original dillema: cheap grafts.
smrtgmp

04-29-05, 01:42 AM
I'm guessing BoM refers to the new Book of Madness.

If grafts are the only permanent magical items in your game, then I see no problem with offering them at a reduced price. Afterall, you wouldnt be able to benefit from both a graft and a standard item.

Grafts are pretty much slotted items to begin with. If you start with two arms, you can only end up with two different arm grafts, so its not like you could go crazy with this system. You might want to sit down and specify limits on the number of grafts any one creature can possess.
stamhaven

04-29-05, 06:33 AM
Opps, yeah I meant Lords of Madness. If grafts are a substitue for magic item slots in general then pricing them like comparable magic items makes sense. If it's jus to supliment existing magic item types then I recomend strict limits on types of bonuses in various types of graft slots. Each graft slot will ammount to a new magic item slot which makes graft enhancements in effect cheaper since they would be replacing a slotless or unusual slot magic item (unless taking a graft ment you give up a corresponding regular magic item slot).
beejazz

04-29-05, 09:21 AM
so... "graft slots?" How's this: two arms, two legs, two cranial items (eyes, bite, etc.), and no slots for ability score enhancements (since typically, you can enhance any ability and not run out of slots). Should I leave slots open for new appendages? about two, say? just in case a character wants wings or a tail.

okay so how about pricing for fly speed, climb speed, swim speed or natural attacks? and all that other stuff?
stamhaven

04-29-05, 03:38 PM
What i'm getting at is that you need to decide if using a graft uses up any regular magic item slots. If not then I'd mark the price up by 50% from standard magic item prices for most enhancements since they would not only be hard to loose or steal but also providing effectively extra magic item slots to fill up. Also you should decide what kinds of enhancements you could put on which types to slots no matter how you do it. If taking a graft cost you a corresponding slot or two for regular magic item it could justify keeping the price in line with standard magic items that are already limited in which slot they can go in.
beejazz

05-04-05, 02:19 PM
Yes, of course. These are vague rules. I want characters, for example, to say "I want a bonus on intimidate checks." How would a graft do that? With a "Mohawk of intimidation" and I rule that that takes up a headband slot, y'know? There are the obvous limitations. for example, no more additional bonuses to the same skill. What I'm really wondering is how much to price a 1d4 claw, a 1d3 bite, etc. (though with more or less damage depending on size).