5th edition may talk about items, their prices and their creation; but doesn't even come anywhere NEAR to providing actual support for a world that operates like a 3rd edition one did.
You mean like this?
5th edition may talk about items, their prices and their creation; but doesn't even come anywhere NEAR to providing actual support for a world that operates like a 3rd edition one did.
Wait... who asked "is there a functional magic item economy?"Then please don't speak for those that do.
If you absolutely must claim 5e has a functional magic item economy, please qualify that by adding "but not in any way, shape or form like the one I KNOW you are asking about"
Because that's my beef with you and anyone making the same claims you make.
You KNOW the person asking about "is there a functional magic item economy?" is talking about it from a 3rd edition perspective, because that's the edition that introduced one.
Oh lord... you and Tony Vargas.WOTC claimed 5th edition is great for supporting ANY old edition (with the possible exception of 4e, which they have finally started to admit it actually doesn't)
This is pure faff. Marketing speak.
There is nothing AT ALL in 5e to support the utility-based pricing mechanism (as opposed to rarity-based) of magic items, 3e style. Preferably complete with pricing formulas for individual power components, so you can derive the final item pricing.
Then you are perfectly within your right to believe this to be a good thing.
Just don't perpetuate the phony sales pitch that 5e does 3e, because until there's a utility-based magic item economy, there's a gaping big hole in that support.
Now I KNOW you are wilfully misunderstanding me.Any why is essential that the game have a magic item creation industry anyway? That happens behind the scenes. The PCs aren't making and selling magic items for a profit. They're adventurers, not blacksmiths. How does it matter how the NPC storekeeper gets their stock and makes a profit?
Okay. Fine.Now I KNOW you are wilfully misunderstanding me.
If you were honestly having a debate with me you would never interpret me as meaning any in-game industry when I use the phrase "magic item creation".
To any observer it is completely obvious I am talking about Dungeon Masters (and players, and adventure writers) creating magic items and using guidelines to set a price based on utility.
I can't believe I have to explain this to you. So far you've always come across as a person who knew what you were talking about (but didn't like).
But here goes:
http://www.seankreynolds.com/rpgfiles/blades/index.html
The link goes to Sean K Reynolds, and specifically to how he creates magic weapons for 3.5 by adding up various properties and creating a backstory. Just as an example of the rules in action, by a major WotC contributor of the time.
But the most important piece of the puzzle is that the D&D rules actually tell him what the final base cost of the weapon is. That is, the item's power expressed in gold - whether a given shop will charge this amount, or ten times as much, or something else is an entirely different issue.
Except that it was a mandated outlet. There literally was something wrong with carousing or donating money or building a tower because that was akin to not taking a feat or learning the next level of spells. It deliberately hindered your character's power level and skewed your Wealth By Level.The real importance of this is that it gives an outlet for looted gold without requiring any downtime to speak of - just pop into the Magic Shoppe when you're back in town anyway and buy yourself a new shiny.
Nothing wrong with carousing or donating money or building wizard towers - but downtime is something many groups don't use. When one adventure is finished, the next begins. If you run published modules, somebody is threatening to destroy the world, so it isn't even appropriate to take any frivolous downtime.
Right. But you can still have magic item shops in the game. That doesn't go away, it just becomes an optional encounter rather than a mandated one.Not providing any "uptime money sink" is a considerable weakness of 5th edition. At least if you boast a good ability to run previous-edition stuff and/or support campaigns run in a previous-edition atmosphere.
Not to mention how many player find it VERY FUN to have something to spend their gold on!
That link is actually a perfect example of the problems with 3e magic item design.But here goes:
http://www.seankreynolds.com/rpgfiles/blades/index.html
The link goes to Sean K Reynolds, and specifically to how he creates magic weapons for 3.5 by adding up various properties and creating a backstory. Just as an example of the rules in action, by a major WotC contributor of the time.
I see the lack of 3.x precise magical items builds, costs and availability as not a bug but a feature.
You're mixing two messages.Okay. Fine.
But that system in 3e never worked. It was a huge time sink that gave you a price that didn't really match how useful the item was at the table, how valuable it was to the players, and how likely it would be to be bought. And it assumed all feats were of the same value, all spells of a given level had the same benefit, and all skills were equally beneficial.
3e was filled with items that nobody ever bought because the cost vs the usefulness was skewed. And lots of great items - like staves - ended up ridiculously overpriced.
The 3e rules were a huge trap. Like level adjustment. It was a pit unwary DMs and players could fall into and bork their game. The game always required some actual game design to look at the item, created and decide if it actually worked at that price.
I mean, c'mon, is an item that gives you the Actor feat really equal in gp price to one that gives you Sharpshooter? Is an item that conveys the continual benefits of disguise self equal in power to at-will magic missiles?
Heck, even in 3e the later designers gave up and threw out those rules. Most of the items in the Magic Item Compendium don't use that math.
There's advice in the DMG on pricing magic items. And it's great, giving a solid ballpark for determining rarity. Because like designing a race or a class or a spell there's no magical formula of check boxes you can tick to design something that works. Which is why the race builder in Pathfinder is a munchkin's dream and the rules for building classes in 2nd Edition DMG just don't work.
Except that it was a mandated outlet. There literally was something wrong with carousing or donating money or building a tower because that was akin to not taking a feat or learning the next level of spells. It deliberately hindered your character's power level and skewed your Wealth By Level.
Right. But you can still have magic item shops in the game. That doesn't go away, it just becomes an optional encounter rather than a mandated one.
Buying items just changes the power level of the characters and requires harder encounters. (Which you must be okay with, since you were advocating breaking wealth by level necessitating making encounters easier.)
Thank you.I see the lack of 3.x precise magical items builds, costs and availability as not a bug but a feature.