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<blockquote data-quote="doctorbadwolf" data-source="post: 8978203" data-attributes="member: 6704184"><p>Okay, so, looking at current adventuring gear that deals damage and has a price, I think they are within margin of error of spells by spell level in terms of damage combined with secondary effects and other modifiers. </p><p></p><p>Assassin's Blood targets one creature, poisons them, save for half damage and no poisoning. It deals 1d12 damage, which is roughly half what a level one single target spell with save for half damage should deal, according to the DMG chart. </p><p></p><p>That feels about right, to me. If that was an attack spell, I'd probably want a little more damage, but I'm not sure I'd be justified. Unfortunately it costs the same as learning a level 3 spell as a wizard, but has the power (ignoring that laughable saving throw DC) as the level one spell <em>ray of sickness</em>, since it does nearly as much average damage, and poisons for 24 hours rather than until end of your next turn. </p><p></p><p>So, my theory doesn't hold up too well, at least as a way to make costs of equipment make sense. Serpent Venom does level 1 spell damage and costs 200gp. </p><p></p><p>However, I think it still works as a way to cost <em>learning how to make things</em>. Taking the fact it costs that for every use into account, I think that it might make more sense to drop the actual price per unit dramatically, but then we've got poisons that deal 3d6 damage for 50gp, which might get out of hand. </p><p></p><p></p><p>Looking at Star Wars Saga Edition, a frag grenade does 4d6 and costs 200 credits, and never felt overpriced to us in play but did limit how many we tended to buy. Incidentally, thats the damage recomended for a second level AoE with save for half damage spell, and costs twice what a 2nd level spell costs a wizard to learn.</p><p></p><p>Yeah tbh it may be that the equipment from that game just works in 5e. A strong baseline costing of 50g per spell level equivelent to learn or buy one of, and 25g per spell level equivelent to make, modified by rarity. </p><p></p><p>Now lets see how far away we landed from xanathar's rules for crafting consumable magic items. </p><p></p><p>So, crafting common consumables costs 25g per unit, and can be equivelent to cantrips or weaker level 1 spells. 100g for uncommon, which can go from any 1st level spell to weaker 3rd level spells. So, our frag grenade would cost 100g to craft, haggling starts at twice that to buy, IIRC. Okay, that's actually pretty close. </p><p></p><p>I think I've go the tools needed to put some fairly robust but simple equipment rules in Chevar: Champions of The Ninth Realm, but I still want ot hear from anyone else who is into expanded gear rules. </p><p></p><p></p><p>Should I use the math of the SWSE equipment (including modifiers for rarity/legality), blended with Xanathar's crafting rules, to make a uniquely 5e equipment chapter for worlds where such kit isn't so rare it's solely the province of specialist brokers and crafts-masters?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8978203, member: 6704184"] Okay, so, looking at current adventuring gear that deals damage and has a price, I think they are within margin of error of spells by spell level in terms of damage combined with secondary effects and other modifiers. Assassin's Blood targets one creature, poisons them, save for half damage and no poisoning. It deals 1d12 damage, which is roughly half what a level one single target spell with save for half damage should deal, according to the DMG chart. That feels about right, to me. If that was an attack spell, I'd probably want a little more damage, but I'm not sure I'd be justified. Unfortunately it costs the same as learning a level 3 spell as a wizard, but has the power (ignoring that laughable saving throw DC) as the level one spell [I]ray of sickness[/I], since it does nearly as much average damage, and poisons for 24 hours rather than until end of your next turn. So, my theory doesn't hold up too well, at least as a way to make costs of equipment make sense. Serpent Venom does level 1 spell damage and costs 200gp. However, I think it still works as a way to cost [I]learning how to make things[/I]. Taking the fact it costs that for every use into account, I think that it might make more sense to drop the actual price per unit dramatically, but then we've got poisons that deal 3d6 damage for 50gp, which might get out of hand. Looking at Star Wars Saga Edition, a frag grenade does 4d6 and costs 200 credits, and never felt overpriced to us in play but did limit how many we tended to buy. Incidentally, thats the damage recomended for a second level AoE with save for half damage spell, and costs twice what a 2nd level spell costs a wizard to learn. Yeah tbh it may be that the equipment from that game just works in 5e. A strong baseline costing of 50g per spell level equivelent to learn or buy one of, and 25g per spell level equivelent to make, modified by rarity. Now lets see how far away we landed from xanathar's rules for crafting consumable magic items. So, crafting common consumables costs 25g per unit, and can be equivelent to cantrips or weaker level 1 spells. 100g for uncommon, which can go from any 1st level spell to weaker 3rd level spells. So, our frag grenade would cost 100g to craft, haggling starts at twice that to buy, IIRC. Okay, that's actually pretty close. I think I've go the tools needed to put some fairly robust but simple equipment rules in Chevar: Champions of The Ninth Realm, but I still want ot hear from anyone else who is into expanded gear rules. Should I use the math of the SWSE equipment (including modifiers for rarity/legality), blended with Xanathar's crafting rules, to make a uniquely 5e equipment chapter for worlds where such kit isn't so rare it's solely the province of specialist brokers and crafts-masters? [/QUOTE]
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