D&D 5E magic items prices

Derren

Hero
Also, in a world where magical items are very rare (i.e. DnD 5E default), supply issues very much apply to magic items.

No, not at all. Or rather, you mean different supply issues.
Once you have a magic sword, that sword works without needing further resources and a magic bow can use normal run of the mill arrows.
Modern weapons on the other hand need constant resupplies in gas and specialized, hard to get, ammunition which makes them a lot less requested than magical items would be skewing this magic items = APC and attack helicopters example.

If you want a better real world example think more like "Chinese knock off" AK-47 compared to a fully tricked out next generation assault rifle costing ten times as much which already is a fortune for most people.
 
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No, not at all. Or rather, you mean different supply issues.
Once you have a magic sword, that sword works without needing further resources and a magic bow can use normal run of the mill arrows.
Modern weapons on the other hand need constant resupplies in gas and specialized, hard to get, ammunition which makes them a lot less requested than magical items would be skewing this magic items = APC and attack helicopters example.

If you want a better real world example think more like "Chinese knock off" AK-47 compared to a fully tricked out next generation assault rifle costing then times as much which already is a fortune for most people.

Actually, some magic items don't keep their charges constant. Magic wands can be depleted, magic arrows are depleted when used, and there's a number of others with limited charges. Plus, real-world supply issues include managing to get the very thing you're trying to support in the first place, and even militaries can have difficulties there. So, the trade-off is that magic items may require less upkeep, but at the same time they are much harder to obtain to begin with.
 

KarinsDad

Adventurer
The analogy had nothing to do with any legal implications. It is a simple matter of non-adventuring persons in a fantasy world having better things to do with their money than buy gear that they won't be using. This leaves very few people (adventurers) in the population to support a magic item economy.

The analogy has everything to do with any legal implications.

In the real world, the consequences for walking around with heavy armor, heavy weapons, and breaking and entering, murdering, and looting are very harsh. There are virtually no places on the planet where this is acceptable behavior. Hence, there is a very limited and illegal market for most of the more powerful weapons/armor in the real world. And guess what? The market for arms STILL exists in the real world, it doesn't matter if they cost millions of dollars.

In most fantasy worlds, the consequences only happen if the PCs do it to NPCs that are in a village, town, or city. Once outside of civilization, it's all fair game (and even sometimes inside of civilization with certain monster and undead). Hence, there very well could be a legal market for many of the non-artifact (or maybe non-legendary) weapons/armor. In addition, wealthy NPCs would certainly buy some magical weapons and armor for their guards. In a world of adventurers with magic spells and items, it only makes sense that wealthy NPCs would protect themselves. That's a legal market that would exist. Wealthy NPCs would also want PCs to go out and kill monsters and other threats to society. Adventurers do that stuff in a lot of cases for free. So, wealthy NPCs wouldn't be opposed to adventurers in a fantasy world buying, selling, and owning magic items, as long as the adventurers are out killing monsters and not attacking the wealthy NPCs. Once adventurers start doing that, the laws would quickly be changed.

Hence, it's a very poor apples and oranges analogy. The legal implications make these two settings totally different.

Perhaps if there were numerous items of magic that would help normal folk such as brooms of sweeping, hammers of forging, towels of cleaning, and so forth and these items were inexpensive enough for a good potion of the populace to afford them then a magic item economy would be more likely, with some shops having items of interest to adventurers in addition to the bread and butter items.

Like Eberron?

The idea of magic shops all over the place carrying only adventuring gear for the few adventurers in the population isn't a sustainable model for the merchants.

Maybe not magic shops that just cater to adventurers, but having magic items as one of dozens or hundreds of other items being sold by merchants in a world where PCs and NPCs can craft these valuable items is a sustainable model. Like in the real world, valuable items are protected (possibly in vaults) and arrangements are made for the sale of said items.

Which merchant is more wealthy? The one who sells one 1000 GP magic item a year, or the one who sells a thousand 1 SP items a year? Value equates to greed and commerce. If there is a market, somebody's going to try to make a buck off it. It's how economics work.

Saying that NPCs wouldn't buy and sell magic items in a fantasy world is implausible. It's totally against human (and presumably humanoid) nature. It's called greed and it should exist in a fantasy world.


Now, I can understand this being a black market in a given DM's world, but not existing at all? That doesn't make sense at all. Even in a world where magic items are extremely rare, there would be wealthy NPCs with nothing to do with their extra money, trying to buy them.
 


Werebat

Explorer
Quite possibly. I'm not all that familiar with that world, but if it is high in magic and such items are commonplace then YES!

Eberron is... broad magic? You won't find many high level casters (or non-casters for that matter), but you WILL find a good number of low-level artificers who are willing and able to craft what 5E would probably call "common" magic items. Alternately, it might just be a world where there are far more magic item "recipies" out in circulation, and the markets have reacted to that.

I could see a 5E character being able to purchase potions of healing or a +1 sword in the markets of Sharn (a major city in Eberron), but not multiple rings of wishes, for example.
 

Quite possibly. I'm not all that familiar with that world, but if it is high in magic and such items are commonplace then YES!

Eberron is... broad magic? You won't find many high level casters (or non-casters for that matter), but you WILL find a good number of low-level artificers who are willing and able to craft what 5E would probably call "common" magic items. Alternately, it might just be a world where there are far more magic item "recipies" out in circulation, and the markets have reacted to that.

I could see a 5E character being able to purchase potions of healing or a +1 sword in the markets of Sharn (a major city in Eberron), but not multiple rings of wishes, for example.

Eberron is a world where magic items are, in effect, almost made on assembly lines. They have magic trains, even. It's not uncommon for Everburning Torches to be at the top of street lamps.

It's pretty much a DnD world where magic is very common place and magic items see a lot of mundane utility. It's pretty much the exact opposite from the spectrum of 5E core.
 

Ahrimon

Bourbon and Dice
I'm glad that there aren't concrete rules for buying and selling items in the DMG. In my experience once a system is present a good number of players take it as gospel. I can't begin to count the number of threads I've seen from 3e-4e & pathfinder where players expect item X to cost Y because that's what is in the book. It didn't matter what the DM's campaign was, it just mattered what was in the book.

By having loose, optional guidelines you satisfy both crowds IMO. You can easily run the default setup of no magic item shops and you can easily run with magic item shops. The only difference is that the DM has to put a little bit of work into pricing. But that right there is probably the cusp of the issue. Some people want their menu laid out in front of them. They don't want to put the effort into putting everything together or waiting for their DM to put it together. And for those players 5e doesn't meet that expectation. It's not right or wrong, it's just not what they were hoping for. For those of us who like our magical items rare and special it works great.

Other than having to put a little effort into a game, 5e easily supports both styles of play.
 

Paraxis

Explorer
I'm glad that there aren't concrete rules for buying and selling items in the DMG. In my experience once a system is present a good number of players take it as gospel. I can't begin to count the number of threads I've seen from 3e-4e & pathfinder where players expect item X to cost Y because that's what is in the book. It didn't matter what the DM's campaign was, it just mattered what was in the book.

By having loose, optional guidelines you satisfy both crowds IMO. You can easily run the default setup of no magic item shops and you can easily run with magic item shops. The only difference is that the DM has to put a little bit of work into pricing. But that right there is probably the cusp of the issue. Some people want their menu laid out in front of them. They don't want to put the effort into putting everything together or waiting for their DM to put it together. And for those players 5e doesn't meet that expectation. It's not right or wrong, it's just not what they were hoping for. For those of us who like our magical items rare and special it works great.

Other than having to put a little effort into a game, 5e easily supports both styles of play.

You claim both crowds are satisfied, they are not. You mention "you can easily run with magic item shops" & "other than having to put a little effort into a game", but wouldn't have been easier and less effort for WoTC to do this? If it is so easy why was 3e's system not done well, why was 4e magic items lackluster? The truth is it isn't easy and it takes a lot of effort to balance out prices for every magic item and expected wealth and character capability, and thats why WoTC took the easy way out and just didn't do more than a very vague almost useless system.
 

Gecko85

Explorer
You claim both crowds are satisfied, they are not. You mention "you can easily run with magic item shops" & "other than having to put a little effort into a game", but wouldn't have been easier and less effort for WoTC to do this? If it is so easy why was 3e's system not done well, why was 4e magic items lackluster? The truth is it isn't easy and it takes a lot of effort to balance out prices for every magic item and expected wealth and character capability, and thats why WoTC took the easy way out and just didn't do more than a very vague almost useless system.
They didn't "take the easy way out". They gave many of us what we wanted: a return to a more sane system where every corner doesn't have a magic shop, every character isn't outfitted to the hilt, and Monty Haul isn't ruling the campaign. Not everyone is happy with that. No problem. Some will make their own rules, others will go back to Pathfinder or 3.5. Just because you don't like a conscious decision by the design team doesn't mean they phoned it in.
 

Paraxis

Explorer
They didn't "take the easy way out". They gave many of us what we wanted: a return to a more sane system where every corner doesn't have a magic shop, every character isn't outfitted to the hilt, and Monty Haul isn't ruling the campaign. Not everyone is happy with that. No problem. Some will make their own rules, others will go back to Pathfinder or 3.5. Just because you don't like a conscious decision by the design team doesn't mean they phoned it in.

Rules Cyclopedia had enchantment creation costs and formulas, it takes up a good 3 pages and is pretty detailed.
1st edition had creation costs for individual items in the DMG.
2nd edition had the Encyclopedia Magica 4 volume set that had xp cost and gold cost, for each individual magic item in all of D&D's history up to that point.
3rd edition had creation cost and sales cost for each item.
4th edition had creation cost and sales cost for each item.

5th edition has a very loose simple tier system based, so again what edition is the outlier here? What system took the least amount of thought or effort to put together?

I don't know what you are returning too, but item creation has been in almost every edition of D&D with detailed individual creation costs. Item selling/purchasing prices has been around since at least 1994 with the Encyclopedia Magica for 2nd editon.

Just because the suggested costs for creation or purchase are in a book doesn't mean individual DM's need to use them. It would have been better to get individual prices and ignore them, than to go through and set the price as a single individual instead of a design team.
 

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