JohnSnow
Hero
Okay, this is something I've been playing with for a while. While I like PCs getting magic items and fat loot, I don't like the degree to which PCs have to be not just some of the world's most power people, but among the richest as well.
While it can be neat to have high-level adventurers be wealthy, haven't we completely abandoned all semblance of reality in a medieval setting with the price of high-level items? Why does a Flying Carpet cost 125,000 gp? The obvious answer is "because it's a 20th-level item and that's what 20th-level items cost." But WHY is a 20th-level item that price? Other than the formula, is there a reason? And, more to the point, can the item price formula be flattened without adversely affecting balance? Personally, I think the answer is yes.
The current formula increases the price of an item by 160 gp each level from 1-5; 800 gp from 6-10; 4000 from 11-15; 20,000 gp from 16-20; 100,000 gp from 21-25; and 500,000 gp from 26-30. For comparison, a sailing ship (something that would cost millions today) runs 10,000 gp. Which means it's between a 9th and a 10th level item. But what if we lower the curve from a fivefold increase to only 3?
If we leave level 1-5 roughly as is, a 5th level item is 1000 gp. If level 6-10 goes up by triple that (500 gp) each level, a 10th-level item is worth 3500 gp. If you then triple it again (to 1500 gp) for the next 5 levels, you're at 11,000 gp by 15th. Tripling again (to 4,500 gp per level) means a flying carpet (at 20th-level) is worth 33,500 gp. Carrying the same formula into the Epic Tier, a 25th-level item is worth 101,000 gp (if you could find one for sale), and a 30th level item is worth 303,500 gp.
Those numbers are still outrageous, but it keeps the prices of items more "real world" right up until the Epic Tier (which is fine). Other than not having to screw around with "astral diamonds" as currency, I think the only real consideration is what happens if you sell an item, or try to recover it's residuum. With this system, you get 33% of its value, rather than 20%. I played with an even shallower curve (doubling the rate increase) every 5 levels, but I think that's too shallow.
So what do you all think? Do any balance concerns exist with this setup? Obviously, there's some finicky math I need to work out.
While it can be neat to have high-level adventurers be wealthy, haven't we completely abandoned all semblance of reality in a medieval setting with the price of high-level items? Why does a Flying Carpet cost 125,000 gp? The obvious answer is "because it's a 20th-level item and that's what 20th-level items cost." But WHY is a 20th-level item that price? Other than the formula, is there a reason? And, more to the point, can the item price formula be flattened without adversely affecting balance? Personally, I think the answer is yes.
The current formula increases the price of an item by 160 gp each level from 1-5; 800 gp from 6-10; 4000 from 11-15; 20,000 gp from 16-20; 100,000 gp from 21-25; and 500,000 gp from 26-30. For comparison, a sailing ship (something that would cost millions today) runs 10,000 gp. Which means it's between a 9th and a 10th level item. But what if we lower the curve from a fivefold increase to only 3?
If we leave level 1-5 roughly as is, a 5th level item is 1000 gp. If level 6-10 goes up by triple that (500 gp) each level, a 10th-level item is worth 3500 gp. If you then triple it again (to 1500 gp) for the next 5 levels, you're at 11,000 gp by 15th. Tripling again (to 4,500 gp per level) means a flying carpet (at 20th-level) is worth 33,500 gp. Carrying the same formula into the Epic Tier, a 25th-level item is worth 101,000 gp (if you could find one for sale), and a 30th level item is worth 303,500 gp.
Those numbers are still outrageous, but it keeps the prices of items more "real world" right up until the Epic Tier (which is fine). Other than not having to screw around with "astral diamonds" as currency, I think the only real consideration is what happens if you sell an item, or try to recover it's residuum. With this system, you get 33% of its value, rather than 20%. I played with an even shallower curve (doubling the rate increase) every 5 levels, but I think that's too shallow.
So what do you all think? Do any balance concerns exist with this setup? Obviously, there's some finicky math I need to work out.