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Author Topic: Reputation costs and charm bonuses of magic items  (Read 778 times)
dorward
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« on: July 14, 2010, 03:38:51 PM »

I'm a little confused about item levels and costs. Could someone correct any errors I might make below?

Let's say we are putting together some amour for a level 5 character under the rules for purchasing magic items (on page 194).

Armour: Reputation cost -10 (but can't reduce the total by more than half)
Lesser Essence: Damage Aura: Reputation cost 6
Greater Charm: Defense Bonus, Greater: Reputation cost 8 per +1

8 per +1 what? Bonus? Level?

I'm assuming Bonus.

According to table 4.37, a greater defense charm gives a bonus of +2 at level 1 and goes to +3 at level 3 (where it remains until level 7).

According to page 197, the creator can make it whatever level he likes. So it could be bought at level 1 and have a bonus of +2 for 16 reputation (making for a total reputation cost of 12 (2x8+6-10)).

Even if the creators level did have a bearing on this somehow, since it is being bought, the buyer's level makes no difference. Correct?

Have I gone wrong anywhere above?

The start of the Charm Descriptions section says:

Quote
This ensures that newly found magic items gradually improve over the life of the campaign, and it’s the cornerstone for artifact advancement.

I can find the rules for leveling up artifacts, but not for other magic items. Are there any lurking around anywhere?
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Krensky
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« Reply #1 on: July 14, 2010, 04:05:37 PM »

Try parsing it again.

Newly found items get better over the campaign. Not already found items.

Other then that, it looks right.
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dorward
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« Reply #2 on: July 14, 2010, 04:10:03 PM »

Ah! Got it now. Thanks.
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Crafty_Alex
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« Reply #3 on: July 14, 2010, 04:12:37 PM »

I'm a little confused about item levels and costs. Could someone correct any errors I might make below?

Let's say we are putting together some amour for a level 5 character under the rules for purchasing magic items (on page 194).

Armour: Reputation cost -10 (but can't reduce the total by more than half)
Lesser Essence: Damage Aura: Reputation cost 6
Greater Charm: Defense Bonus, Greater: Reputation cost 8 per +1

Looks good so far...

Quote
8 per +1 what? Bonus? Level?

I'm assuming Bonus.

You're correct - it's per point of bonus. If it was based on level, Greater Charms and Lesser Charms would have exactly the same Rep cost Wink But you've got a point, in that it is not specifically spelled out at the table that i see in a quick skim - it's mainly in the first example under Magic Item Costs.

Quote
According to table 4.37, a greater defense charm gives a bonus of +2 at level 1 and goes to +3 at level 3 (where it remains until level 7).

According to page 197, the creator can make it whatever level he likes. So it could be bought at level 1 and have a bonus of +2 for 16 reputation (making for a total reputation cost of 12 (2x8+6-10)).

Looks right to me.

Quote
Even if the creators level did have a bearing on this somehow, since it is being bought, the buyer's level makes no difference. Correct?

Correct.

Quote
Have I gone wrong anywhere above?

Not so far Smiley

Quote
The start of the Charm Descriptions section says:

Quote
This ensures that newly found magic items gradually improve over the life of the campaign, and it’s the cornerstone for artifact advancement.

I can find the rules for leveling up artifacts, but not for other magic items. Are there any lurking around anywhere?

Artifacts have the explicit "power" to be leveled up with the owner. That's partially why they're limited to 1/character. That sentence is saying that NEW magic items found later in the campaign will have increased bonuses over comparable ones found earlier in the campaign (since their level is typically based on the Threat Level of the adventure they are found in). So you're not missing anything. Leveling up magic items later is something I've played with as part of a special feat effect, however - but that's basically involving making a magic item an artifact, rather than changing the core rules.
« Last Edit: July 14, 2010, 05:56:53 PM by Crafty_Pat » Logged

Doublebond
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« Reply #4 on: July 14, 2010, 04:17:31 PM »

Ah, the terrors of formatting. One misplaced s, and your entire message looks screwy.
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Crafty_Pat
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« Reply #5 on: July 14, 2010, 05:57:38 PM »

Ah, the terrors of formatting. One misplaced s, and your entire message looks screwy.

Fixed it for him. Smiley
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« Reply #6 on: July 26, 2010, 01:08:49 PM »

I hope this isn't too much thread necromancy, but this appears to be the most applicable existing thread.

When "purchasing" a magical item with Reputation, I haven't been able to find anything indicating a limit or cost for the mundane side of the item in question.  It appears that the mundane cost is absorbed into the reputation cost, and if that is the case, is there effectively no limit on the number of mundane upgrades that can be incorporated?  Is the reputation cost of a basic dagger the same as the reputation cost (provided the same charms of course) of a Katana with Superior, Armor Piercing, and Massive?

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Crafty_Alex
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« Reply #7 on: July 26, 2010, 01:46:47 PM »

The mundane cost is ignored. Magic items only ever cost Reputation. So yes, you could choose a super-duper upgraded weapon, but the GM must approve all player-developed magic items, so that tends to put the brakes on abuse. Smiley
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Kerebrus
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« Reply #8 on: July 26, 2010, 05:52:06 PM »

the other idea that we had was using the 'rough' silver to reputation conversion courtesy of the Wish spells (1 Rep = 1,000 Silver), although for almost all items that player character might desire it would only work out to a +1 Rep cost.

another idea is to base the cap on a particular complexity, but I haven't given that a serious look.  Maybe Cap the Complexity at the Reputation cost (or pay the higher of the two as Rep).

Or limit the process to a fixed number of Customizations (say two).  or use the Construction limit to determine the limit on the number of upgrades an item can support (Only one upgrade for a Razor Sword, but a broadsword can handle 3).
(speaking strictly to customizations, Craftsmanship and Materials would still be allowed on top of those).
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Gentry
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« Reply #9 on: July 26, 2010, 06:02:50 PM »

This is entirely a Player/GM call, based on campaign flavor. In RAW, you don't pay for the base item. However, the GM is completely free to require it, based on the circumstances at hand. Were it me running, and my players wanted to "commission" a magic item, I'd require they pay the silver for the item first (or use an item they already owned).
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