Jester David
Hero
And how would you fix it without rewriting 85-pages of the DMG?I mean that the "Sane" pricelist might be an improvement over the DMG prices, but at the end of the day, it is still only a reaction to the DMG prices - a "quick fix" as it were.
Except they're not. Did you read what I just said? Have you looked at the document? The rarity is included but is dissociated with the prices.So the underlying basis of the prices are still rarity-based, that is, the idea that something "very rare" is a hundred times more valuable than something "uncommon", for example.
Look at the very first list. Items are sorted by price, not rarity or item name. And the very first table is sorted Common, Uncommon, Common, Rare, Common, Uncommon, Rare, Uncommon, etc
The rare Quaal's Feather Token Anchor is priced at only 50 while the common potion of climbing is 180.
It makes lots of sense to me.But that's no way to create support for a magic item economy. It simply makes not a lick of sense to model magic items on our world's fine arts auctions.
Magic items are rare and seldom made, and when crafted they're generally used by their artisan and not sold back into the economy. Not until the maker is dead, at which time they're also gained a reputation (or can be associated with the crafter's reputation/ legacy).
Basing them on antiques seems appropriate. Having magic item crafting being the second most common profession in the world (below adventurer) like in 3e made even less sense.
That depends on your world.Magic items are first and firemost tools. Things adventurers use and need to survive. The market for rich people to just hang magic swords on their walls is utterly secondary in this regard.
A rifle is a tool. And while modern made rifles are found everywhere, specially crafted and accurate ones tend to only be display items for the very rich.