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Buying magic items vs. finding magic items
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<blockquote data-quote="Umbran" data-source="post: 6154393" data-attributes="member: 177"><p>Technically, their minimum price is set as an absolute. "Value" is a subjective thing, that may only be tangentially related to its price.</p><p></p><p></p><p></p><p>Yes, but not that there's a stock of similarly priced (and even more expensive) items that are expected to be in the world - your full plate mail is about the same price as a basic magic sword, and is orders of magnitude over the cost of many scrolls and potions, which start down around 12 GP. If you want to say the economics don't allow for a magic market, there probably ought to be a number of other things for which there is no market. </p><p></p><p>Moreover, we have to consider the implications of the treasure guidelines. That treasure must come from somewhere, right? Is *every* haul the adventurers make from a horde that's been locked away for generations? If not, then that wealth must first come from society at large. That implies that money is out there. If you choose to deviate from those guidelines in your own world, that's fine. But bog-standard D&D has a whole lot of wealth floating around for characters to pick up, which argues against magic items being priced out of the market.</p><p></p><p>So, certainly, you can construct a world in which there is no market for things, sure. But the core rules mean you have to take some effort to make "no market" seem particularly plausible. It risks becoming a plot hole.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6154393, member: 177"] Technically, their minimum price is set as an absolute. "Value" is a subjective thing, that may only be tangentially related to its price. Yes, but not that there's a stock of similarly priced (and even more expensive) items that are expected to be in the world - your full plate mail is about the same price as a basic magic sword, and is orders of magnitude over the cost of many scrolls and potions, which start down around 12 GP. If you want to say the economics don't allow for a magic market, there probably ought to be a number of other things for which there is no market. Moreover, we have to consider the implications of the treasure guidelines. That treasure must come from somewhere, right? Is *every* haul the adventurers make from a horde that's been locked away for generations? If not, then that wealth must first come from society at large. That implies that money is out there. If you choose to deviate from those guidelines in your own world, that's fine. But bog-standard D&D has a whole lot of wealth floating around for characters to pick up, which argues against magic items being priced out of the market. So, certainly, you can construct a world in which there is no market for things, sure. But the core rules mean you have to take some effort to make "no market" seem particularly plausible. It risks becoming a plot hole. [/QUOTE]
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