SaMoCon
Senior Scribe
USA
403 Posts |
Posted - 08 Jul 2015 : 05:38:22
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3.0 had a guideline inside of the "Arms & Equipment Guide" p128.
quote: Magic Items that Grant Feats: Pricing feats for magic items is a very fuzzy area. If a feat is purely mechanical, such as Great Fortitude, then default to the rules in Ihe DUNGEON MASTER'S Guide with an adjustment for the fact that the bonus has no type. For instance, the belt of endurance grants Great Fortitude, which adds a +2 bonus on all Fortitude saves. A +2 resistance bonus on all saves would cost 4,000 gp. It shouldn't be more or as economical to buy bonuses to all saves separately, so a +2 bonus on Fortitude saves alone should cost 2,000 gp. If the bonus has no type assigned to it, you could double or even triple that. Metamagic feats should adjust the level of the spells to which they apply, and thus change the price. While this is still a matter of judgment, consider increasing all the spell levels by +1 if the item affects spells of 0-3rd level, by +2 if the item affects spells of 0-6th level, and by +4 if the item affects spells of any level. A general guideline for other kinds of feats is that they cost 10,000 gp, plus another 5,000 gp to 10,000 gp per prerequisite.
I don't think this was revisited in 3.5 and many online sources seem to center their arguments around guessing or "eyeballing" the final cost. |
Make the best use of the system that's there, then modify the mechanics that don't allow you to have the fun you are looking for. |
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