Pstemarie wrote...
As I'm still in the early stages of designing item blueprints, I'm thinking of doing something very drastic with item property costs for my PW and want some input.
I'm trying to keep the item costs as close to the PHB and DMG as possible, but it seems nearly impossible to do so given the current formulas and cost Bioware uses. Therefore, I'm considering wiping them completely (i.e. setting all iprp 2da costs to 0) and using just the "Additional Cost" property to set the item cost.
I'm pretty certain though that there is something I'm overlooking and really need some input...
What are the costs of standard PNP stuff?
BioWare's standard math check is: [Base Cost(baseitems.2da)+
1000x((multiplierxmodifier)^2)+SpellCosts(multiplierxmodifier)]
xMaxStack(baseitems.2DA)xBaseMultiplier(baseitems.2DA) + Additional Cost
Given this you should be able to manipulate value as you see fit without too much issue. For instance manipulating the maxstack/basemultiplier value could let you reduce the totality of the values to the point it reaches your goal through simple division(like basemultiplier of 0.01 divides the entire value by 100).
ALL of the item value .2DA's can be changed without requiring a hak for the players.