----- Original Message ----- From: "Steven "Conan" Trustrum" <[EMAIL PROTECTED]> > > The nature of the item is that it has several uses, each of which uses up a > different number of charges. So, with one ability you may only get 2 uses > per day, while just using another ability would get you all 10 uses. >
This probably ought to go on the d20Gurus list that Mike Mearls set up but I'll blather on a bit anyway. For something like this you might calculate the base cost as in the following example: Level 5 spell; caster level 10; 2 per day = 5*10*400*2 = 40,000 Level 3 spell; caster level 10; 3 per day = 3*10*400*3 = 36,000 Level 1 spell; caster level 10; 10 per day = 1*10*10*400*5 (for the reasons Wil gives) = 20,000 Since they all work off the same pool of charges use the 100/75/50 rule for a total of 40+27+10 = 77,000 gp Personally I think the uses/day items are put at too high a cost when applied to short duration effects. Look in your home game and see how many players use their gold to craft or purchase a cape of the montebank for instance. Conversely, an item that gives abilities with long durations (like a ring of mage armor or bull's strength) should probably cost a bit more or simply not be allowed since there are other items that achieve the same effect. Also, the 100/75/50 rule should probably be played with depending on the types of item. A wand that throws lightning bolts or fireballs shouldn't cost 175% of a wand that just throws fireballs if it uses one pool of charges. I could just make two wands with 40 charges each at a lower cost. Steven Palmer Peterson www.Second-World-Simulations.com _______________________________________________ Ogf-l mailing list [EMAIL PROTECTED] http://mail.opengamingfoundation.org/mailman/listinfo/ogf-l
