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Buying magic items vs. finding magic items
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<blockquote data-quote="Alzrius" data-source="post: 6154413" data-attributes="member: 8461"><p>Again, that's true, but that's not how it works if we look at the rules unto themselves; setting price fluctuations based on market conditions is a house rule.</p><p></p><p></p><p></p><p>The difference is that those items don't require special class abilities (e.g. spellcasting), specific spells, and item creation feats to make. You just have to make a Craft check (potentially even untrained, for the cheaper non-magical items).</p><p></p><p>Now, that's a question of availability rather than price, but the two aren't mutually exclusive, since the d20 rules don't (in the SRD) talk about class distributions in the general population - and even where they do in the 3.X DMG, there's nothing indicative of the spells/feats taken by those spellcasting classes. </p><p></p><p></p><p></p><p>This isn't setting any kind of standard, though. You seem to be implying that monsters with treasure hoards are somehow indicative of wealthy societies (that are presumably contemporary, and nearby), which isn't necessarily so. Not to mention that there can be valuable natural materials (e.g. uncut gemstones) or, as you noted, lost treasures that haven't been seen for quite some time.</p><p></p><p>In other words the "guidelines" that you say this deviates from are an interpretation of what's in the books, rather than being what's in the books themselves. Monsters with treasure (which is, unto itself, out of the market, since the monsters aren't spending it) doesn't imply or equate a magic item economy.</p><p></p><p></p><p></p><p>Leaving aside that you have to make some effort to make any campaign world seem plausible, I don't see this as being more of a plot hole than anything else in D&D.</p><p></p><p></p><p></p><p></p><p></p><p>Again, I think that's a logical way of interpreting the rules as written, but it is still an interpretation. "Bog standard" D&D doesn't adjust prices for market conditions.</p><p></p><p>EDIT: I wanted to reiterate my fundamental point here, which seems like it's being lost amidst the discussion of the intricacies (or lack thereof) of the d20 economy.</p><p></p><p>Simply put, I disagree with the notion that the nature of d20 magic items (in their price and cost/method of creation) necessitate a magic item economy, unto themselves. Moreover, I believe that there are reasonable (and I suspect that this word is where the disagreements are arising) methods for constructing a plausible (another point of contention, no doubt) economy for your campaign that doesn't lend itself to the buying and selling of magic items as commodities.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 6154413, member: 8461"] Again, that's true, but that's not how it works if we look at the rules unto themselves; setting price fluctuations based on market conditions is a house rule. The difference is that those items don't require special class abilities (e.g. spellcasting), specific spells, and item creation feats to make. You just have to make a Craft check (potentially even untrained, for the cheaper non-magical items). Now, that's a question of availability rather than price, but the two aren't mutually exclusive, since the d20 rules don't (in the SRD) talk about class distributions in the general population - and even where they do in the 3.X DMG, there's nothing indicative of the spells/feats taken by those spellcasting classes. This isn't setting any kind of standard, though. You seem to be implying that monsters with treasure hoards are somehow indicative of wealthy societies (that are presumably contemporary, and nearby), which isn't necessarily so. Not to mention that there can be valuable natural materials (e.g. uncut gemstones) or, as you noted, lost treasures that haven't been seen for quite some time. In other words the "guidelines" that you say this deviates from are an interpretation of what's in the books, rather than being what's in the books themselves. Monsters with treasure (which is, unto itself, out of the market, since the monsters aren't spending it) doesn't imply or equate a magic item economy. Leaving aside that you have to make some effort to make any campaign world seem plausible, I don't see this as being more of a plot hole than anything else in D&D. Again, I think that's a logical way of interpreting the rules as written, but it is still an interpretation. "Bog standard" D&D doesn't adjust prices for market conditions. EDIT: I wanted to reiterate my fundamental point here, which seems like it's being lost amidst the discussion of the intricacies (or lack thereof) of the d20 economy. Simply put, I disagree with the notion that the nature of d20 magic items (in their price and cost/method of creation) necessitate a magic item economy, unto themselves. Moreover, I believe that there are reasonable (and I suspect that this word is where the disagreements are arising) methods for constructing a plausible (another point of contention, no doubt) economy for your campaign that doesn't lend itself to the buying and selling of magic items as commodities. [/QUOTE]
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