Enchanting/Disenchanting houserules

Post/Author/DateTimePost
#1

Shmeff

Jul 07, 2008 17:20:29
These rules are intended to allow more flexibility in what the players have available in terms of magic items, without disrupting the balance of the game too much. I'm looking for critique and suggestions relating to balance issues more than anything else.

1. Disenchanting Magic Items:
An item can be disenchanted to create an amount of residuum costing equal to a magic item of one level lower, instead of 5 levels lower. Level 1 items can be disenchanted to create 200gp worth of residuum.
2. Selling Magic Items:
Any magic item can be sold for [5+diplomacy result]% of it’s market value with little to no effort. If a buyer can be found, a magic item can be sold for up to [30+diplomacy result]% of its purchase value. Finding a buyer may require extensive effort or a skill challenge, depending on the rarity and demand for the item.
3. Improving Magic Items
Magic items may be improved to more powerful versions of the same item, in which case the component cost is the difference in price between the two items.

(I was also considering the amount of residuum produced when disenchanting a magic item being based on an arcana check. Something like [20+arcana check result]%)
#2

aluman

Jul 07, 2008 17:52:06
These rules are intended to allow more flexibility in what the players have available in terms of magic items, without disrupting the balance of the game too much. I'm looking for critique and suggestions relating to balance issues more than anything else.

Most are fine I'm going to point the error of one step specifically the rest of your rules will only have mild impact on wealth ratios of the party (which no one can convince me is strictly good or bad)
3. Enchanting magic items:
The highest possible level of the magic item created is the result of an Arcana check minus 10.

First level, training in Arcana, Skill focus Arcana, Eladrin or another race with +2 to arcana
5+3+2 = +10 I can make up to a 20th level item at first level. Even non-eladrin will be able to make 18+ without getting aid, with aid thats +18 at first level.

Edit> As a suggested fix, make it Arcana -20.
#3

Shmeff

Jul 07, 2008 18:04:06
First, that assumes you roll a natural 20, and second, that assumes the DM is stupid enough to supply enough residuum for the creation at first level.

However, i don't like the inconsistency inherent in that, so I think I'll change it to level+3

Editing original post.
#4

Shmeff

Jul 07, 2008 22:03:30
Changed rules to require effort to get a good price for a magic item, and returned item creation levels to normal.
#5

aluman

Jul 07, 2008 22:49:02
First, that assumes you roll a natural 20, and second, that assumes the DM is stupid enough to supply enough residuum for the creation at first level.

The fact it can create that result is reason enough to negate it as it can typically produces much higher level results.
However, i don't like the inconsistency inherent in that, so I think I'll change it to level+3

Editing original post.

Level+3 is reasonable.