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D&D 5E [+] Design & Development: Magic Item Pricing

Oofta

Legend
[MENTION=6801845]Oofta[/MENTION]: The sub category is definitely on the good track. And I think it would help "fix" some problems.

But I'm still not sure how to deal with items that are clearly in the wrong category. A +1 sword (uncommon) is clearly better than a vicious weapon (rare - it does +7 damage on a critical). And I think particular example forces us to think a bit about the root of the system.

So the vicious weapon is more expensive but costs more, because it has a greater rarity. Why should rarity affect the price? You are Bob the clever fighter with a big bag of gold at the magic pawn shop and you need a magic sword. Why would you pay more for the vicious weapon? I can only see two possible answers

1: PCs and NPCs don't fully understand how magical items work. WE - the players and GM - understand perfectly (let's hope!) the bonuses of a +1 and a vicious weapon. The PCs and NPCs do not. To them the vicious weapon, based on the partial information they have, is better, and therefore, worth more.

2: There are magical item "collectors". This is how I've resolved this issue in my campaign (there are occasional magical item auctions). In the Yellow City, the ruiling class is made bored and very wealthy slugmen. Many of them collect things, and some collect magical items. Their desire for the relatively rare vicious weapon drives up its price. Even though a +1 sword is "better", it's less interesting to have in your collection than the vicious weapon. In other campaign the collectors could be different - wealthy nobles of all ilk is usually a good answer.

So, in conclusion, a price system based on rarity, as defined by the DMG, is not "rational". We therefore have to decide "what's wrong" with our PCs/NPCs and keep this in mind when pricing.

I look at the rarity system as a starting point, not the end point. A quick way to have a rough gauge.

I also disagree with the rarity of certain items, it's never made sense to me that a +1 shield is uncommon while +1 armor is rare for example - they may have done that to try to limit stacking, or maybe because a shield requires less material. Without asking the devs we don't know.

But let's take 2 DMs with different campaigns. In Bob's world, arcane magic is rare and for various reasons wizards are looked down upon and persecuted. Being able to find any item designed for arcane characters for sale in Bob's world would be rare black-market type deals. So a wand of magic missile may be rare.

In Sue's world, arcane magic is common and it's not uncommon for soldiers to have just enough training in the arcane arts to use simple wands. In the last war, wands of magic missile were cranked out by the crate so they're common now.

I don't see how you could come up with one itemized list that fit both campaigns.

Certain items, like your vicious vs +1 weapon I agree. Either you just chalk it up to "vicious weapons are cool" or you make them an uncommon item with a lower rating than the +1 weapon. But at least rarity gives us a starting point, especially when comparing apples to oranges, or at least when comparing a +1 to a bag of holding.
 

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CapnZapp

Legend
My final replies to page 1 posts. Phew!
So the goal is to create a viable pricing method for magic items that determines gp cost based on the item's utility to game play, correct?

The first thing you need to do is to determine what factors you want to quantify - bonuses to hit, number of charges, levels of spells usable, special abilities, etc. Then you need to assign a gp value to these factors, along with adjustments due to multiple abilities in a single item, whether it requires attunement, has class/alignment/other restrictions, etc. Then you need a method to combine these values effectively into a total gp cost that appears reasonable to a majority of players.

Since you're making a pricing system, you may as well link in an item creation algorithm as well indicating the price, time, creator-and-material requisites, etc.
To keep the project from becoming overwhelmingly large, the idea is to begin with a few key items and set 5th-ed-appropriate prices on those.

Then other items have to come along for the ride, meaning that, say, if Staff of Defense cost 5000 gp in 3E and now is priced at 10000 gp, all comparable items that also cost around 5000 gp should probably cost 10000 gp, unless we can make a case for saying "they were about equal before, but the particularities of 5E means that no longer holds true".

Just as a starting point, I mean. We need to start somewhere.

I think until we start getting into specifics there won't be enough meat here to really discuss in depth, but I guess we could start by throwing out guiding principles:

  • Limited is cheaper than unlimited. That is, potions and scrolls need to be cheaper than permanent items, by a lot. Like, 3e-era 50x pricing differences.
  • Specific is cheaper than general. This doesn't mean specific-to-who-can-use-it, though; it means specific in application. Restrictions like "wizard-only to attune" is maybe a 10% discount, because it's a freebie for whoever's crafting the item. Restrictions like "+1d6 damage vs spellcasters", on the other hand, are worth a heftier bonus when compared to a more generic "+1d6 damage" flat.
  • Smaller numbers are cheaper than bigger numbers. You'd be surprised (various flying items in 5e...). Effects that are intended for out of combat healing should not trade off particularly well vs effects intended for in-combat healing; we can safely assume the party will use items as they're meant to be used, and so again, that's a very modest price differential most of the time.
  • Unlocking new capabilities needs to be expensive. It's a little hard to put a price on, say, invisibility vs flight vs waterbreathing vs spiderclimb vs teleportation. But at a minimum, you're freeing up a spell slot of a certain level, and published adventures make assumptions about which sorts of characters can take which sorts of actions trivially. Flight is a part of that.

I look forward to seeing where this goes.
A few semirandom thoughts:

Consumables generally cost 10% of the comparable permanent item. That 1/50th was an outlier - it applied to wand charges, and it was the reason for CLW wands. Luckily we won't have to deal with that. So 10% is a good starting point, at least compared to the horrible 50% the DMG tries to convince us of. But we'll see where we end up (thinking of scrolls).

Class restrictions feel like way too specific to go into already at this stage. I'll simply say that in 5E "anyone can be a caster". Restricting an item to "spellcasters" only doesn't mean that much.

Not sure what you have in mind for the third bullet point.

Capabilities like flying needs to be expensive. Soon I'm up to double-digit levels for the third campaign, and yet nobody has cast Fly even once. (They did get a trained Griffon this time around). Things like boots of flying can and should be priced much more like the luxury it is in 5E than the common commodity it was in 3E. Since invisibility is less powerful in 5E (since you still need Stealth for it to mean more than disadvantage to attacks), and climbing and swimming speeds is way less powerful in 5E since you still have to make checks, such items doesn't need a price premium like Fly. Spiderclimbing is an exception and works much like 3E. But you're right - they all are much more expensive to make happen (thanks to Concentration) and so the 3E pricing isn't really a good starting point.

Springing off from this point, because I think there's a thread-relevant way to phrase this: "How canonical should we treat by-the-book item rarity when deriving a price for it".
I think that we should basically ignore by-the-book rarity -- let that literally be how common or uncommon the item is in treasure hoards, while the price doesn't include that as a concern at all.

That way there are two axes of preciousness, rarity and this new derived cost, and a DM can use both to inform their actions at the table.

For example, I can see why most sovereign glues would be legendary in treasure hoards, for the same reason that Elmer's glue is rare in hoards: it's not something most dragons collect. No, really! But when we derive the price, I see no problem with considering it a reasonably low priced item -- more expensive than a scroll of web, but not by more than 1 order of magnitude. It's quite circumstantial, small target, a little bit dangerous to the operator (hands up if you've glued your fingers together...), and has some workarounds (like: impromptu surgery followed by regeneration, mending, or cure wounds).

This is a "problem" in that it means sane prices will have to disregard item rarities.

But meh, that's the goal here; I assume we're ready to crunch some numbers and challenge some by-the-book assumptions :D
Yes, the only function of rarity is to guide the DM in stocking his shops. If "very rare" means "you find it very rarely for purchase" that's okay. It's when they decided to couple rarity to price the system stopped working (for our purposes).

Once an item is in the shop, the only thing that keeps it balanced is its price. Its price relative to the other items on the shelf. It is the item's usefulness (to adventurers) that is the important thing when you assign prices. At least, for purposes of this thread.

This doesn't mean you can't sell a Ring of Invisibility for 35 gp if you want it to fall into the hands of 1st level characters, only that it is out of scope for this discussion. :)


I think a constructive discussion about workarounds for potential pitfalls falls under the concept of the plus thread - if not let me know and I'll remove this.
On the contrary, it is helpful in so far that at minimum, we agree it is a parameter to ignore.

Random inventory or even "everything in the DMG is available for purchase" may seem like a goal, but a curated inventory can both strengthen the concept in filling in gaps plus avoid a common pitfall.
"Everything in the DMG" is not the goal here.

To keep this project from becoming impossible, we must establish that the DM's input in what to stock the shoppes with remains essential.

"Everything in the DMG" is pretty much the equivalent of free item creation, and that's way harder to keep balanced.

No, our assumption must be that each DM doesn't just go into autopilot when stocking shoppes. If the adventure would have been trivialized by flying, we must assume the DM places no such items in his shoppe. If the characters are as good at optimizing as mine are, the DM should probably not place any +AC items (or set exorbitant prices). And so on.

Some items are additive/force multipliers with other items. An easy example is +X armor and a +X shield exceeds bounded accuracy, while Armor of Invulnerability and a Sentinel Shield are both great items but don't really enhance each other.

A flat/calculated pricing structure ill reflects the utility of having items which build on each other.

A solution for this is non-random generation of the inventory. Or if it is randomly generated, a curator pass through to replace problematic choices, specially with an eye to what the party already has.
Good phrasing. Yes, this project aims "only" to provide prices for a curated list.

Items to potentially nix
  • +X items (they combine so easily with others, so even the first should be a point to watch) Note that some of these, like the Arrow-Catching Shield, are listed int he body, not the name.
  • Items only usable by character with above-party-average number of items.
  • Multiple items of the same general type - for example outfitting someone with Resist Fire is useful at times. Outfitting everyone with Resist Fire can trivialize some encounters as well as giving a very high degree of freedom from friendly fire.
The question about armor and shields that stack (also raised by others) boils down to:

Does the introduction of magic shoppes necessitate having stricter rules on bonus stacking?

The only way (imo) around it is to treat shields (and "deflection" bonus such as Rings) as a premium stacking category.

That is, there can be only one "base" AC bonus category (and it pretty much needs to be armor). Everything else must be priced with its stackability in mind (ie much more expensive).

This is the only way to make sure +1 armor plus +1 shield isn't much cheaper than +2 armor, which doesn't make sense since you get the exact same benefit.

Meaning that if you like how +1 armor and +1 shields cost about the same, you probably need either to artificially limit the availability or add a "magic bonuses from armor and shields don't stack" rule, or simply accept that one character will gain a stratospheric AC.

It all depends - if its the least minmaxing character, this might actually help the game.

But yes, in general, the point is that all ways to gain +2 AC should cost about the same. That's what utility-based pricing means, after all.

So let's create an example and make up some numbers! If +1 armor costs, say, 4000 gp, and +2 armor costs 16000 gp, then +1 shields (and +1 rings of defense) need to cost somewhere around 12000 gp. (Since a shield requires a hand we'll probably end up giving it a discount, but if the ring of defense requires an attunement slot, it too needs a discount).

You might not like that, and prefer that +1 armor and +1 shields cost the same. You might choose to ensure your actual heroes never find a matching set of armor and shield, or not, encouraging sword and board builds. And that's fine. But it kind of defeats the purpose of having this discussion :) For the purposes of the thread, shield bonuses need to be more expensive than armor bonuses. (or vice versa, but not really) Hopefully you see what I mean.
 
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CapnZapp

Legend
I think one of the things that made the 3.x system an issue in some games was the way +Items scaled. You could get 4 +1 items for the cost of a +2. 4 +2 items for the cost of a +4 etc. Combined with the multiple named bonuses this is where Armor Class could go off the rails.

For weapons it wasn't a big deal because there was a tendency to get one big one, but on the defense side it was more efficient to get many different bonuses that stacked. 5e still has stacking defensive bonuses and I think fungible magic would recreate the issue especially if the scaling is at x10 instead of x4.

The value of a plus for armor is very dependent on where it sits on the armor chart. A +1 at the top of the category is very valuable while a lower armor like Splint, Chain shirt, or leather is effectively a more durable version of the mundane next category. Chain can be plus +2 and only slightly more valuable than 1500gp Plate. +1 Plate is on the Legendary table but I've seen DMs hand it out at level 5 because the book says +1 Armor is only Rare.

I do like framing cost as Level because the Gold rewards are all over the map depending on how the DM/table sees the value of a Gold piece.
Good stuff.

As I just said, my instinctive solution to stacking bonuses is to treat everything that isn't armor as a premium bonus category (since it stacks with armor).

I realize that isn't unproblematic (since +1 armor +1 shield +1 ring of protection still costs less than a single +3 item). I hope things like hand use and attunement slots is enough for it to hold together if only barely, so we don't have to add any rules for bonus stacking :)

Essentially we treat all sources of AC bonus as expensive stuff, and make an exception just for one type (armor)!

---

Yes, offense (weapons) are generally easier than defense (armor). Not just because of stacking issues, but also because defense is what breaks bounded accuracy. Dealing more damage is comparatively an easy problem: just add more monsters!

---

Yes, the utility-based value of something like +1 Leather is... 50 gp, since it functions identically to mundane studded leather in practical play.

Here I think we're saved by the basic fact that overpriced items are never a worry. Only underpriced items is a design issue! :)

So I think its best to simply ignore this issue. Let your random generator place a 100000 gp +3 ringmail in the store and watch it get purchased by... exactly nobody. Or curate your list by removing it before it gets embarrassing... ;-) Either way, not a primary concern.
 

CapnZapp

Legend
Let me run you through the process to show you how I arrived at those numbers. The purpose isn't as a guide to creating magic items based on spells, but to regard spell resources as having certain thresholds where maintaining a given spell effect isn't prohibitively expensive. I actually ended up using the optional Spell Points system in the DMG rather than spell slots, since that provides a bit more flexibility with the maths.

Magic Weapon spell requires a 2nd level slot, or 3 SP. It has a duration of 1 hour. In a 6-8 encounter adventuring day, it would take 3 or 4 castings to have the effective equivalent to permanency (that is, you will always cast it when you need it). I'm going to err high since the final number will set the item level, and wealth is excessive under the assumptions of the OP. So that's 4 castings, or 12 SP. I'm arbitrarily setting "not prohibitively expensive" as half the caster's SPs. That means you need at least 24 SP to meet this requirement. Since you have 27 SP at level 5, the item is level 5.

Upcasting to a +2 weapon costs 6 points per cast, 24 per day for effective permanency, so 48 total SP to not be prohibitively expensive. You get 57 SP at level 9, so it's a 9th level item.

+3 takes 6th level slots, but you only get one 6th level spell per rest under SPs. The other 3 castings would require 7th, 8th, and 9th level SPs, for a total of 43. Double to 86 to not be expensive, and you're looking at level 15.

I used Flame Blade as the basis for creating a Flame Tongue. This spell only has a duration of 1 minute, so you'd need to cast it at the start of each combat to have an effective permanency. That's 8 castings for 3 points each = 24 SPs = 48 SPs to not be expensive = 9th level.

This isn't to say only level 15 casters can MAKE a permanent +3 weapon, only that they can, according to my 'expensive' threshold, make one effectively permanent (it's up when you need it, i.e. when combat breaks out) through repetitious casting without becoming useless throughout the adventuring day (ignoring concentration requirements, of course). This satisfies the "strictly a bonus" quality intended for magic items in 5e as far as I'm concerned. That doesn't really match up to actual play - a wizard missing all his spell slots from 6-9th is clearly going to be less effective than one using those slots to respond to different scenarios as they come up, but that's just one flaw among several in this approach.

It breaks down even more if you can't find a good spell equivalent to the magic item's effect. The lowest level spell that fits the "extradimensional space" quality of a Bag of Holding is Rope Trick. Since it's a 1 hour duration spell that requires an effective uptime of 24 hours/day, that's 72 SP. The caster must have 144 SP for this to be inexpensive, which makes it above a level 20 item. What's interesting here is if you instead use Mordenkainen's Magnificent Mansion, another extradimensional space. That's a level 7 spell but has a duration of 24 hours, so it only needs 1 casting per day, a 20 SP expensive threshold, so level 5 item.

Like I said, it gets weird and complicated. Again, I'm only offering this as a springboard for other ideas, not a well-tuned system for appraising all magic items.
Thanks, now I get it.

It's funny because those "prices" (+1 swords cost 5th level, +2 swords cost 9th level and +3 cost 15th level) are eerily appropriate in my mind.

Despite me looking at it from a completely different angle - "when do adventurers need it" and "when should adventurers get it".

I mean, your approach relies utterly on that a single spell is absolutely designed right.

Don't get me wrong, it seems Magic Weapon is designed in exactly the right way since you come up with so palatable results, but still...

Especially if you use my proposed houserule (that paragon monsters need +2 swords and epic monsters need +3 monsters). Why because you start meeting damage resistant monsters at 5th level, CR 10 monsters at 9th level and CR 20 monsters at 15th level!

(Roughly speaking. The fact you probably fight a CR 11 beast already at 8th level isn't a strike against this line of reasoning in my book. On the contrary, you need to suffer the damage-halving properties at least once in order to truly appreciate that +2 blade!)

Indenting this to show it's a tangent. I'm not assuming this houserule for the general pricing project, and hence I believe +2 and +3 bonuses are of much more moderate value, since you never really need them.​

We can keep +2 and +3 priced at 9th and 15th level to create some air in the pricing structure and to make these weapons luxury items. But from a purely functional perspective, is an extra +1 to hit and +1 to damage really worth whatever the gp difference between 5th and 9th ends up being under your favorite wealth curve?

That is, if a +1 weapon ends up costing, say, 3500 gp, can we justify a +2 weapon costing 31500 gold more? (Going from memory the treasure curve tells us 3500 gp at 5th level and 35000 gp at 9th. Could be wrong, it's just an example anyway)
 

G

Guest 6801328

Guest
Just to want to pop in to offer some "I'm enjoying this thread greatly" encouragement.
 

CapnZapp

Legend
* I've not read pages 2+. So you might have addressed this....

In the opening post we're told that you're assuming combat is dominant, and that items will be priced to reflect thier utility to the characters.

Won't this lead you to charging a premium for "combat stuff" & (probably) mis-pricing a great variety of other stuff?
Wich in turn will lead someone using your price lists decrying "_____ is broken!" When a player buys x, & uses it in some creative/obnoxious way.

Are you going to have some way for DMs to scale up a cost based upon the creativity of the players?
Let me put it this way - I said that upfront so people know what to expect.

If your game features social or exploration to an equal degree (or more) than combat, recalibrate your expectations accordingly.

As for setting a price on "the creativity of the players", I'm sorry, this project is difficult enough as is. The best I can offer is to set any individual items you fear will become too cheap aside for the moment while we iron out the essentials.

Good enough for you?

You know what might be a reasonable place to start is just to rank magic items into a number of groups of similar effectiveness/value. Like, see if there is a consensus that boots of elvenkind are less valuable than a +1 sword. Once you have a ranking like that, you have a coherent basis for assigning prices or levels as you like.

If you can't perform such a ranking, then assinging prices would seem to be hopeless!
Agreed. That's the whole point.

Let's agree there are twenty ranks in total, and each item needs to be slotted into one of those twenty compartments.

Now, just let us use another word for "rank": if you have read the thread you know I have suggested expressing price in level-appropriateness instead of specific gold amounts and so I suggest instead of rank we use "level"... suddenly our aims have met! :)

Level 5 is when a character would start being able to afford magical +0 weapons of less-optimal types, such as clubs, tridents, light crossbows. Level 7 is when they should start to be able to equip themselves with +0 Longswords or shortbows. Level 10 is when the most optimal weapons: Handcrossbows, greatswords, glaives become affordable relative to their available cash.

Deciding when it is appropriate for characters to gain a magical weapon with an actual bonus is much harder, since the bonus is over and above any assumed maths build into 5e, and is unobtainable any other way.

Under normal circumstances in the setting, you also have the issue of higher-level adventurers with many times the available gold bidding on the same items. This however would be outside the guidelines of this thread, so we assume that utility to a PC optimised to use the weapon is the only factor.

I'd suggest baselines for standard weapons be +1 at around level 11, +2 at level 15 and +3 at level 17.
Good points. Apologies for butchering your quote, but I kept only the parts I'm directly responding to.

Just like with armors, the 3E approach where a +1 weapon is a +1 weapon is of course pure fiction. You're probably right in that unlike armors, it would be useful to offer +1 daggers at a discount relative to the "true" price for a +1 weapon (that is, the price of a +1 greatsword). After all, for armors there really are only three (two and a half) minmax points: the best light, the best heavy and just maybe the best medium. In contrast, the situation for weapons is much more complicated. Are you using one- or two-handed weapons? Are you proficient in martial weapons? Are you a finesse fighter? Is the weapon your primary combat tool or only a secondary one?

But yes, our primary task will be to price the +1 greatsword. After that is done, it should be comparatively easy to price +1 sickles and +1 rapiers.

Deciding how much boundary-breaking bonuses should cost may be hard, but it is also why we do this job. :) Sane should get credit for identifying this as an issue - that document separates plus armors and some other stuff into a "bounded accuracy busting" category, and even features a "we refuse to price this" category!

Correct. Not gonna touch "realism" related issues (such as being outbidden by other adventurers, or having merchants argue economy-based prices) with a ten foot pole. The core assumption of D&D adventures is that the party are just about the only heroes around, and that's what we're going to stick to.

Noted. 11/15/17 is high, even higher than my own estimate, higher than what others like, and higher than just about any suggestion I've seen so far, but it's good to get many varied opinions. My main takeaway here is that you basically agree "+1 swords should not cost a measly 1-2K gold" :)
 

CapnZapp

Legend
Instead of setting a price per item, perhaps think instead how much work (in encounters) you would want them to have had to put in to get it in a treasure pile and price it at whatever amount of gold you gave them for that amount of adventuring.

I agree. Cost of an item without having a rough idea of how much wealth PCs will have at certain levels is meaningless. Let's say a +3 weapon is worth 100,000 GP. If the PCs only ever accumulate 50,000 GP after other expenses they can never buy the weapon. If the PCs get a million gold pieces, then the weapon is relatively cheap.

You can't have one discussion without the other. Well, you can, but it's kind of pointless.
I acknowledge this thread is very heavy, so let me just say, yes, we're going to express price as level. For precisely the reason that you're right :)

Look at my earlier post with the graph showing examples of "wealth curves".
 

CapnZapp

Legend
To try and abstract out a general principle: if consumables are cheap compared to permanent items, they become attractive to players of higher level (= richer) PCs trying to build a grab-bag of capabilities; if they're relatively expensive (eg half price), then they're attractive mostly to player of (relatively) lower level PCs wanting to boost their capabilities for some particular focused purpose.

Either seems a viable approach, but maybe the second is closer to the default spirit of 5e?
Good points, quoting just this one.

What I need us to do is iron out good prices for scrolls. (I think scrolls is a good candidate for being the "default consumable") I have opened my mind to the possibility that scrolls will end up costing much more than a tenth of a permanent item.
 

Noted. 11/15/17 is high, even higher than my own estimate, higher than what others like, and higher than just about any suggestion I've seen so far, but it's good to get many varied opinions. My main takeaway here is that you basically agree "+1 swords should not cost a measly 1-2K gold" :)
Bear two things in mind about the 11/15/17 suggestion:

1) It is actually 7/11/15/17 counting the +0 magical weapons. If magic weapons have a minimum +1 or equivalent enchantment then those numbers will have to be lowered.
Not due to reduced utility, but simply to allow martials to fight alongside magical classes against creatures with resistance/immunity.

2) They are baseline values. "Backup"-level weapons like sickles that would only be pulled out when a magical weapon is required would probably be several levels lower. "Most optimisable" weapons that are very powerful when synergised such as glaives and handcrossbows would cost/be available several levels higher than that baseline.
 

CapnZapp

Legend
Bear two things in mind about the 11/15/17 suggestion:

1) It is actually 7/11/15/17 counting the +0 magical weapons. If magic weapons have a minimum +1 or equivalent enchantment then those numbers will have to be lowered.
Not due to reduced utility, but simply to allow martials to fight alongside magical classes against creatures with resistance/immunity.
Ah. Well, then I think we have different assumptions. My assumption is that the +1 weapon is the baseline magic weapon. I consider +0 weapons (such as vicious or sharp weapons) to be less common offshoots. Basically, a +0 weapon isn't a category of itself, it's basically a +1 weapon with a weird special ability replacing the +1 bonus.



2) They are baseline values. "Backup"-level weapons like sickles that would only be pulled out when a magical weapon is required would probably be several levels lower. "Most optimisable" weapons that are very powerful when synergised such as glaives and handcrossbows would cost/be available several levels higher than that baseline.
Not that it matters much, but if we are initially gonna put a price on a generic "+1 weapon" that needs to be for a best-in-class weapon type. You always take extremes into account for successful balancing.

I can understand the viewpoint that a glaive or hand crossbow is a weird strange and rare weapon. But that's relevant only for the regular nonmagical price discussion.

I don't think I can justify a +1 glaive or +1 hand crossbow costing significantly more than a +1 greatsword, say.

I can justify having a +1 greatsword in mind when pricing the generic "+1 weapon" however, especially if we assume feats are in play.

So, using your proposed number for +3 weaponry, and using the Pathfinder wealth curve just for giggles, where a 17th level character sports 410,000 gp, I could see:

+3 greatswords, +3 glaives and +3 hand crossbows: ~130,000 gp each
+3 rapiers, +3 longbows, and +3 shortswords: ~95,000 gp
+3 daggers, +3 sickles and +3 clubs: ~65,000 gp

If you missed it earlier, I kind of guess "one third" is a useful guideline as to how large share of your total accumulated wealth you are able to plow down into a single item. And 130000 is a third of 410000.

...if I just invent on the spot these three "stratas" of weapons (best of the best, best for each build, and "everything else", meaning secondary/atmospheric weapons).

Of course, to justify these costs I would really need my proposed house rule (so you basically need these weapons against epic threats), but each to his own.

Hopefully y'all can see my points without getting stuck on the specifics.
 
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