T O P I C R E V I E W |
FurorFoehammer |
Posted - 23 Oct 2006 : 17:44:52 I emailed WotC and received the response of "its up to your DM" and I asked the FR board with no response so Im hopeing that someone here can help me with the answer to this question.
Ok in the DMG, a +4 armor enchant cost 16k while a +4 weapon enchant cost 32k. While there is nothing to really back up why it is that way, my guess is that the developers saw it as a character can have many weapons, oftentimes several at one set time while usually only a single set of armor is worn or carried due to weight and space limits. This way, it would make weapon enchant cost so much greater and less likely that a character would be running around with multiple weapons that are all decked out in enchantments.
My question is in regards to spell enchantments on armor. In all honesty, the +1 to +5 armor/weapon modifiers for item enchantments are nothing more than spell enchantments to allow the item to mimic a spell.
So wouldnt spell enchantments placed on a set of armor be still half the cost of a spell enchantment placed on a sword?
For example, a 4rd level spell cast by a 7th level wizard that is activated by command would be 2 x 7 x 1800 or 50400.
Everything I have came across has pointed to enchantments on armor being 1/2 the cost. Another example:
In the DMG2, there is an armor enchantment called Slipper Mind. Its requirement is the 8th level Wizard spell Mind Blank as it mimics the exact spell. The DMG2 lists the cost as 45,000 gp. Now if this was by the normal DMG rules for enchantment the cost would be 8 x 15 x 1800 or 21600 gp. How is it that it only costs 45k per DMG2?
I can state several additional examples but I think you get the point. What do you think about this? |
4 L A T E S T R E P L I E S (Newest First) |
WalkerNinja |
Posted - 25 Oct 2006 : 20:57:09 My reply is a little bit off topic, but there you are...
IMHO, armor enchantment costs are cheaper than weapon enchantment costs because there is an inherent disparity within the system. The RAW create an environment where one is always better at attacking things successfully than defending from attacks successfully. It is a glaring problem with every edition of D&D. Consider...
A 1st level fighter with no Dexterity bonus or strength bonus. He has plate mail and a great sword...
AC 18 BAB +1
Twenty levels later, without the benefit of any magical equipment, this now looks like...
AC 18 BAB +20/+14/+8/+2
To compensate for this problem, I believe that WotC made enchanted armor much easier to buy that enchanted weaponry. To artificially adjust the D&D arms race.
The problem gets more complex when you add ability scores to the formula. A high Strength always gives you increased ability to hit and damage, but a high Dexterity only enhances your AC conditionally (if you are not flat-footed, not flanked, not prone, if your armor allows you to use your dexterity, if you are not held, etc...).
Thats just my two coppers. All of that math stuff that you were talking about gives me head-aches that make me want to stab gnomes. |
sleyvas |
Posted - 25 Oct 2006 : 20:16:04 no. I think you should figure out the cost that it would be to add said ability as a wondrous item, then double that cost because you are putting it on armor (assuming that this spell cost is more than your armor enchantment costs.... if its not, then double your armor enchantment costs). It shouldn't make a difference at all if you're putting the ability to cast a spell on your armor or your weapon. Thus, if you want something that casts X spell so many times a day, you'd be cheaper to not put it on the armor or weapon but rather on a wondrous item that would "fit" that type of spell (some divination... would be great in a headband.... some touch spell... great in gloves.... some maneuverability enhancement... great in boots) |
FurorFoehammer |
Posted - 24 Oct 2006 : 17:01:09 So do you guys think that spell enchants to armor should be half of normal cost (which is full cost for weapons) since armor +enchantments are showing to be half of weapon +enchantments? |
sleyvas |
Posted - 23 Oct 2006 : 21:56:02 generally, adding a spell or ability to an item that doesn't "fit" that ability makes the cost double. Armor's purpose is generally to defend against blows, thus fortification, ghost touch, etc... are choices for it. However, armor might also enhance stamina, enhance strength, or even enhance agility as a believable thing. Adding a spell ability to a suit of armor that doesn't "fit" it... for instance, armor that lets you create an lightning bolt 3/day, just as an example, should typically cost double what it would be to create a pair of gloves that would allow such. |
|
|