----- 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



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