

There's also a great many things that are much, much more useful when they're at-will than they are when they're per-day. People keep treating them as hard-and-fast rules, however. They're intended for DM use, not player use.

They're not "rules" so much as they are "guidelines". A Use-activated widget of True Strike (+20 to all attacks, negates miss chances) would also be 2,000 gp (4,000 gp, unslotted). The formulas only provide a starting point."įor instance, a widget of continuous Mage Armor, at caster level 1 (appropriately slotted, that's market price 2,000 gp), would be far superior to actual Bracers of Armor+4 (16,000 gp). The price of a magic item may be modified based on its actual worth. First and foremost, these few formulas aren’t enough to truly gauge the exact differences between items. If you actually read through them, you'll note:ġ) One of the tables involved is called " Estimating Magic Item Gold Piece Values" (emphasis added)Ģ) There's that pesky: "Not all items adhere to these formulas directly. So I was right by RAW, but wrong according to other pre-existing items? How come they cost so much more then? Apart from the game writers being a bit thick, which goes without saying The item creation guidelines are not hard rules.
