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<blockquote data-quote="Jackinthegreen" data-source="post: 5715176" data-attributes="member: 6678119"><p>Trying to discuss D&D economy doesn't really work that well. As-is in the DMG and PHB, it's a pretty borked system.</p><p></p><p>However, there are at least certain constants. Using a previous example, a +6 Belt of Strength costs the same as a +6 Headband of Intellect. Obviously either one is only useful to certain people because that's just how those stats happen. Does its usefulness only to certain people change the price? No. Does the overall power of the stat change the price? No.</p><p></p><p>The same should be argued for skill-raising items. Not every skill is useful to everyone at any given time, just like the main stats. Heck, the DMG already spells out that each skill should be treated the same cost-wise since masterwork items are all 50gp to give a +2 circumstance bonus.</p><p></p><p>"Technique getting out" would be like a wizard peddling specific wares and others realize there's a market in that niche. Just because people can create an item doesn't mean they thought to make it, or thought it would turn a profit. There are also those that would go out and acquire feats and levels to create such items.</p><p></p><p>That last bit shows there are those who simply can't create that item. Furthermore, there is the possibility that a specific person can only create these items because they alone have the right spell. Wizards and other arcanists can create unique spells, then use those spells to craft things. If they don't spread the knowledge of how to acquire that spell then that shuts down the ability for a vast majority to create an item based on the spell. Only certain crafters who can mimic that can create it, such as a Warlock with Imbue Item.</p><p></p><p>Even if we assign different costs for different skills, that requires going through each skill and assigning the wanted cost. That's a lot of time spent to "balance" something that might not need balancing at all. It's also certainly not simple, and D&D benefits from keeping things simple.</p><p></p><p>Also, you guys are starting to raise your hackles over this mechanic. Tossing out insults does not lend itself to a proper discussion.</p></blockquote><p></p>
[QUOTE="Jackinthegreen, post: 5715176, member: 6678119"] Trying to discuss D&D economy doesn't really work that well. As-is in the DMG and PHB, it's a pretty borked system. However, there are at least certain constants. Using a previous example, a +6 Belt of Strength costs the same as a +6 Headband of Intellect. Obviously either one is only useful to certain people because that's just how those stats happen. Does its usefulness only to certain people change the price? No. Does the overall power of the stat change the price? No. The same should be argued for skill-raising items. Not every skill is useful to everyone at any given time, just like the main stats. Heck, the DMG already spells out that each skill should be treated the same cost-wise since masterwork items are all 50gp to give a +2 circumstance bonus. "Technique getting out" would be like a wizard peddling specific wares and others realize there's a market in that niche. Just because people can create an item doesn't mean they thought to make it, or thought it would turn a profit. There are also those that would go out and acquire feats and levels to create such items. That last bit shows there are those who simply can't create that item. Furthermore, there is the possibility that a specific person can only create these items because they alone have the right spell. Wizards and other arcanists can create unique spells, then use those spells to craft things. If they don't spread the knowledge of how to acquire that spell then that shuts down the ability for a vast majority to create an item based on the spell. Only certain crafters who can mimic that can create it, such as a Warlock with Imbue Item. Even if we assign different costs for different skills, that requires going through each skill and assigning the wanted cost. That's a lot of time spent to "balance" something that might not need balancing at all. It's also certainly not simple, and D&D benefits from keeping things simple. Also, you guys are starting to raise your hackles over this mechanic. Tossing out insults does not lend itself to a proper discussion. [/QUOTE]
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