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General Tabletop Discussion
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Cost of magic items you create (SOLVED!!)
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<blockquote data-quote="Gaiden" data-source="post: 209645" data-attributes="member: 103"><p>I fail to see how there is any debate on this issue. The table in the DMG is total character wealth. That wealth is assumed to have accumulated over that character's adventuring career.</p><p></p><p>If you would like to be perfectly fair about things you do two things. You determine how much of that wealth would be in actual gp's and how much in magical items. This can be done according to the table under awards where percentages are given for valualbes according to CR.</p><p></p><p>Then, the magical items would be determined at random and the gp, valuables could be used as the character most likely would have used them in his/her career. So if the character has item creation feats s/he can spend the requisite amount of gp and XP to have created an item.</p><p></p><p>The magical items determined at random can be bartered or sold depending on the world and DM. (One would also want to include costs for identifying these items taken from the total GP.) This additional money would be added to the original total and could be used as desired.</p><p></p><p>Thus items made cost what it costs to make them, and items bought cost what it costs to buy them.</p><p></p><p>Ruling that a an item that costs let's say 2000 gp as its market price 2000 gp when the character wants to make the item makes absolutely no sense. It simply penalizes the character who wants to make items to have proportionally less starting wealth than another character of similar level without that feat.</p><p></p><p>The cost to create the 2000 gp item is 1000 gps and the character would have therefore spent 1000 gps when creating it, not 2000. Why should the character with an item creation feat start off with less money than any other character? Again, simply makes no sense.</p></blockquote><p></p>
[QUOTE="Gaiden, post: 209645, member: 103"] I fail to see how there is any debate on this issue. The table in the DMG is total character wealth. That wealth is assumed to have accumulated over that character's adventuring career. If you would like to be perfectly fair about things you do two things. You determine how much of that wealth would be in actual gp's and how much in magical items. This can be done according to the table under awards where percentages are given for valualbes according to CR. Then, the magical items would be determined at random and the gp, valuables could be used as the character most likely would have used them in his/her career. So if the character has item creation feats s/he can spend the requisite amount of gp and XP to have created an item. The magical items determined at random can be bartered or sold depending on the world and DM. (One would also want to include costs for identifying these items taken from the total GP.) This additional money would be added to the original total and could be used as desired. Thus items made cost what it costs to make them, and items bought cost what it costs to buy them. Ruling that a an item that costs let's say 2000 gp as its market price 2000 gp when the character wants to make the item makes absolutely no sense. It simply penalizes the character who wants to make items to have proportionally less starting wealth than another character of similar level without that feat. The cost to create the 2000 gp item is 1000 gps and the character would have therefore spent 1000 gps when creating it, not 2000. Why should the character with an item creation feat start off with less money than any other character? Again, simply makes no sense. [/QUOTE]
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