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Stanlee
2011-02-07, 10:18 PM
Here is an e-mail I got from one of my players:

Another issue I keep on running into is that most magic items besides armor, amulets, and weapons do not scale. Do you have any ideas on how you would price combining multiple enchantments? Back in 3.5, you just increased the price of the lesser enchantment by 50%. With 4ed's obsession with levels, it seems less intuitive. I would really like to eventually get the effect of Battlestrider greaves (lvl13, +1 speed in heavy armor) on top of those Rushing Cleats, or instance. If you can't combine enchantments, you get up either have really low-level boots and tons of cash, or you constantly throw away interesting magic items for completely different properties.

One thing I noticed is some items are clear combinations of lesser ones. +1 lvl4 Blackiron armor is 840gp (resist 5 fire/necrotic), and has the properties of two 520gp +1 lvl2 Armors of Resistance (resist 5 to one element). Of course, they both share the same AC bonus, so you are just adding another flavor of elemental resistance.

Specifically, I would want to combine my current Dwarven armor (+1 lvl2, +2 lvl7, etc) with Bloodiron (minimum lvl8 +2, 3400gp). I think it would be worth a lvl10 item (5000gp) to have both special abilities together. Your answer would determine if I upgraded my armor during the level jump, or just junked it for Bloodiron when I could afford it.

I was unable to find an answer in the DM to this question. We are all new to 4e, comming from 3.5e, and are still rough on the mechanics of the new system. I see me approaching this two ways, and please let me know if there is another way
1) Don't allow stacking item properties and only allow the true form of the item. I am leanind towards this but I would like to give them the opportunity to try things so would prefer not to.
2) Allow them to combine item properties but making is very expensive. It seems like the authors has gone through a great deal of trouble trying to balance items by allowing certain things at certain levels. And by stacking items in my oppinion the item is really twice as better, if not more so, therefor should be as expensive as that.

Using the example he found +1 fire resistance is a lvl2 item and so is +1 nectrotic resistance. He found a lvl 4 item that is a +1 and has necrotic and fire resistance. Using this logic I would say that if he wanted to combine a +2 Dwarven armour (lvl7, 2600gp), and a +2 Blooriron (lvl8, 3400gp), he would get a +2 Dwarven/Bloodiron items that is a lvl15 and costs 25,000gp. Now if I did it this way, only allowing to go to the next +1 if you pay for the cost of both then you would hit the lvl cap of armor. The best you could possibly get is a +3 Dwarven/Bloodiron Armor, lvl25, 30,000gp. Someting does not jive here. Ideas?

Stanlee
2011-02-07, 11:15 PM
Answering my own question here is what I have come up with. Let me know if there are any major flaws with this sort of math or thinking. I am still open to ideas on alternative ways.

Item Stacking:
Okay, there actually is a formula for the item cost at a particular level =200*5^(lvl/5)
The way I would approach this is in order to make a +2 Dwarven/Bloodiron add the price of a +2 Bloodiron (the more expensive bonus) and half the cost of the +2 Dwarven to get the price, much like in 3.5e. Now reverce calculating the formula you can figure out the approxomate level, rounding up. so your +2 Dwarven/Bloodiron would be a lvl10 item costing you 4,700gp. By doing this math some items may not have a +6 version because it would go beyond lvl30, epic quests may be the solution to that.

Here is math for the armor:
lvl plus cost

dwarven
7 2 2600
12 3 13000
17 4 65000
22 5 325000
27 6 1625000

bloodiron
8 2 3400
13 3 17000
18 4 85000
23 5 425000
28 6 2125000

dwarven/bloodiron
10 2 4700
15 3 23500
20 4 117500
25 5 587500
30 6 2937500


Math for levels and costs:
lvl cost
1 275.9459323
2 380.7307877
3 525.3055609
4 724.7796637
5 1000
6 1379.729661
7 1903.653939
8 2626.527804
9 3623.898318
10 5000
11 6898.648307
12 9518.269694
13 13132.63902
14 18119.49159
15 25000
16 34493.24154
17 47591.34847
18 65663.19511
19 90597.45796
20 125000
21 172466.2077
22 237956.7423
23 328315.9756
24 452987.2898
25 625000
26 862331.0384
27 1189783.712
28 1641579.878
29 2264936.449
30 3125000
31 4311655.192

rayne_dragon
2011-02-08, 05:17 AM
What my 4e DM came up with, but never implimented, was to take the level of a +x item with the desired property and subtract the level of a basic +x magic item from it. Since I'm away from my books a totally fake example: a +1 sword of demonic fire that is level 4 would mean the "demonic fire" enchantment adds 3 levels by itself. You then add these levels onto another magic item to give you the level of the magic item with both enchantments. I'd suggest adding an extra level/per number of previous enchantments on an item to balance the benefit of condensing enchantments onto a single item. So adding demonic fire to a level 2 +1 sword of demonic ice would result in a level 6 +1 sword of demonic fire and ice (2 levels for the +1 sword of demonic ice, +3 for the demonic fire enchantment and +1 for a second enchantment) adding a demonic lightning enchantment that is normally a level 3 +1 item woud raise the item's level to 9 for a +1 sword.

It is even easier to combine non-scaling enchanments, since you don't have to accound for the +x bonus. You could even allow your players to put an enchantment on item slot that normally wouldn't get that enchantment at an extra level cost.

Yakk
2011-02-08, 07:35 PM
One of the goals of 4e is that items are less important.

They already failed. You can build up some rather key items for characters via cherry picking.

The ability to stack two properties on one item ... would allow you to cherry pick multiple features for a slot.

In short -- an item with two good properties is near artifact-level.

Now, you might think that this means the answer should be "no".

So instead of saying "no", say "yes, but..."

The way to handle that kind of thing with the Essentials magic item rules is to create a rare magic item. The DM's budget for handing out rare magic items is strict -- one per character per tier.

Per tier, per character:
1 rare item
3 uncommon items
4 common items (plus whatever they buy/make)

Rare and Uncommon items are items that nobody knows how to make.

Even if you aren't using essentials-style magic item rules, you could introduce rare items.

Reward players with these items at the rate of 1 per player per tier. Ie, plan some kick ass item to hand out to each character.

Combining two magic item's properties into one is one way to make such a kick-ass item.

Players could also go on quests for such items (researching where they might be), or for ingredients to make such items.