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5e Supplements For Tech?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8979180" data-attributes="member: 6704184"><p>Having established that the saga equipment chapter can largely be used as is in a 5e star wars hack, now I want to figure out how much we can use that chapter as a shortcut for expanding 5e's equipment system, and codifying the cost of magic items in a sensible way that doesn't feel just vaguely eyeballed. </p><p></p><p>So, in SWSE, you have availability rankings that modify cost by way of licensing fees, and black market cost multipliers. </p><p></p><table style='width: 100%'><tr><th>RESTRICTION RATING</th><th>LICENSE FEE1</th><th>BLACK MARKET COST</th><th>SKILL DC</th><th>TIME REQUIRED</th></tr><tr><td>Licensed</td><td>5%</td><td>x2</td><td>10</td><td>1 day</td></tr><tr><td>Restricted</td><td>10%</td><td>x3</td><td>15</td><td>2 days</td></tr><tr><td>Military</td><td>20%</td><td>x4</td><td>20</td><td>5 days</td></tr><tr><td>Illegal</td><td>50%</td><td>x5</td><td>25</td><td>10 days </td></tr></table><p></p><p>Now, don't worry about the names of things, just consider the math. The black market cost can be a rational progression of rarity cost, while the crafting cost is the listed price plus the license fee percentage. Even the skill DCs and time required have uses, as the time required can be how long it takes to gather materials to craft, or locate a crafter or seller of the item in question, and the skill DC speaks for itself, it's the DC for the set of skill checks used to determine crafting time and whether you incur additional cost and possible complications. </p><p></p><p>applying this to a more aetherpunk style setting, or something like Eberron, you can start to price out stuff that doesnt have to be a classic magic item, as well as giving a systemic pricing model for magic items. </p><p></p><p>So, using a combination of prices from 5e equipment, saga equipment, and xgte's prices for crafting magic items, we can set baselines and work from there. </p><p></p><p>I tried using the chart above to rationalize 5e magic item numbers, but at the very least it needs to start with common magic items, not uncommon items.</p><p></p><p>[spoiler]If we use a formula of a baseline price for a category of a common magic item plus the license fee percentage times the black market multiplier. </p><p></p><p>So, if magic weapons start at 200g, 5 percent is 10g, and 210 x 2 is 410, meaning that most rare weapons should cost around 410g. </p><p></p><p>then for very rare we add the next license fee of 10 percent, which is 41 for 451g, multiplied by the next rank of multiplier which is times 2, we get 902. Very rare items should be around 900g. </p><p></p><p>Then we move down the chart one step, add 20 percent to 902, getting 1082.4, times 3 comes to 3247g. Obv we would these numbers and use them as average prices, or round down and up and use the two numbers as a price range. Legendary items should be around 3250g. </p><p></p><p>For artifacts, it's probably fair to throw the system out and just multiply by ten or something, but lets play it out. 3247 plus 50 percent times 5 comes to 24,345g. I think these number could help bring down the absurdity of 5e gold drops, but it still doesn't quite work.</p><p></p><p>If we assume that all these numbers go down one rarity level, starting at common rather than uncommon, and add a line that is 75 percent and times 6, artifacts jump up to 255,717g. That seems legit, actually, but probably puts uncommon items at too high a cost. [/spoiler] </p><p></p><p>I think I'll dig deeper into costs in saga, looking at ships and droids and upgrades, and finding a point between those numbers and the ones in the spoiler above.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8979180, member: 6704184"] Having established that the saga equipment chapter can largely be used as is in a 5e star wars hack, now I want to figure out how much we can use that chapter as a shortcut for expanding 5e's equipment system, and codifying the cost of magic items in a sensible way that doesn't feel just vaguely eyeballed. So, in SWSE, you have availability rankings that modify cost by way of licensing fees, and black market cost multipliers. [TABLE] [TR] [TH]RESTRICTION RATING[/TH] [TH]LICENSE FEE1[/TH] [TH]BLACK MARKET COST[/TH] [TH]SKILL DC[/TH] [TH]TIME REQUIRED[/TH] [/TR] [TR] [TD]Licensed[/TD] [TD]5%[/TD] [TD]x2[/TD] [TD]10[/TD] [TD]1 day[/TD] [/TR] [TR] [TD]Restricted[/TD] [TD]10%[/TD] [TD]x3[/TD] [TD]15[/TD] [TD]2 days[/TD] [/TR] [TR] [TD]Military[/TD] [TD]20%[/TD] [TD]x4[/TD] [TD]20[/TD] [TD]5 days[/TD] [/TR] [TR] [TD]Illegal[/TD] [TD]50%[/TD] [TD]x5[/TD] [TD]25[/TD] [TD]10 days [/TD] [/TR] [/TABLE] Now, don't worry about the names of things, just consider the math. The black market cost can be a rational progression of rarity cost, while the crafting cost is the listed price plus the license fee percentage. Even the skill DCs and time required have uses, as the time required can be how long it takes to gather materials to craft, or locate a crafter or seller of the item in question, and the skill DC speaks for itself, it's the DC for the set of skill checks used to determine crafting time and whether you incur additional cost and possible complications. applying this to a more aetherpunk style setting, or something like Eberron, you can start to price out stuff that doesnt have to be a classic magic item, as well as giving a systemic pricing model for magic items. So, using a combination of prices from 5e equipment, saga equipment, and xgte's prices for crafting magic items, we can set baselines and work from there. I tried using the chart above to rationalize 5e magic item numbers, but at the very least it needs to start with common magic items, not uncommon items. [spoiler]If we use a formula of a baseline price for a category of a common magic item plus the license fee percentage times the black market multiplier. So, if magic weapons start at 200g, 5 percent is 10g, and 210 x 2 is 410, meaning that most rare weapons should cost around 410g. then for very rare we add the next license fee of 10 percent, which is 41 for 451g, multiplied by the next rank of multiplier which is times 2, we get 902. Very rare items should be around 900g. Then we move down the chart one step, add 20 percent to 902, getting 1082.4, times 3 comes to 3247g. Obv we would these numbers and use them as average prices, or round down and up and use the two numbers as a price range. Legendary items should be around 3250g. For artifacts, it's probably fair to throw the system out and just multiply by ten or something, but lets play it out. 3247 plus 50 percent times 5 comes to 24,345g. I think these number could help bring down the absurdity of 5e gold drops, but it still doesn't quite work. If we assume that all these numbers go down one rarity level, starting at common rather than uncommon, and add a line that is 75 percent and times 6, artifacts jump up to 255,717g. That seems legit, actually, but probably puts uncommon items at too high a cost. [/spoiler] I think I'll dig deeper into costs in saga, looking at ships and droids and upgrades, and finding a point between those numbers and the ones in the spoiler above. [/QUOTE]
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