*shrug* The rulebooks are guidelines, not hard science, so whatever works I suppose. That said, you're creating a bit of a conundrum there. The items are level 8, so the new item is level 12, so now they're +3 which makes them 13, which makes.... obviously you can't ride this treadmill forever. I, as the GM, would say both items individually are level 8, so the rod with both is level 12. And that's it. Since we're making up a rule anyway, I can give it whatever parameters I like, so long as its consistent.
Like I said, there were only two items in my campaign that fell under the whole dual-bonus heading, and both got used by the party to the campaign's conclusion (sadly, members moving away permanently or being deployed to the desert for extended periods brought an abrupt end to our campaign at the end of the module, which is a shame because the module has an unbeatable hook for any kind of campaign you could ever play at its end, but is wholly unsatisfying on its own). That said, I think I'd probably have played the 1.5x rule across the board for money and residium gains though, had it come to that. But if I thought the players would sell said item just to gain inordinate amounts of money, I'd probably say the shopkeeper couldn't afford to buy that item from them, or didn't want it/thought it was cursed/etc, and make them hang onto it for a while. Worst comes to worst, turn it into a
Sword of Plot Advancement and make an adventure hook out of an item with such disproportionate power.
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