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Deconstructing 5e: Typical Wealth by Level
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<blockquote data-quote="CapnZapp" data-source="post: 7593084" data-attributes="member: 12731"><p>Just stop playing dumb, Maxperson.</p><p></p><p>I know you're perfectly capable of answering your own question. I know you know perfectly well the clear and obvious difference between rarity and utility. </p><p></p><p>Yes, in some cases they correspond rather well. In other cases, they don't. (Not going to repeat examples here)</p><p></p><p>But it's all missing the point: which is, that <em>rarity has no business being mixed into the base price of a magic item to begin with</em>.</p><p></p><p>Once you have established the base price, then (if you absolutely have to) you can apply rarity as a multiplier to that price.</p><p></p><p>But is clear as day that rarity is just obfuscating the issue, which is that the base price before modifiers needs to reflect the item's power and usefulness, aka utility.</p><p></p><p>A healing potion or a +2 sword has the same utility no matter how rare it is in a particular market, so its base price is (should be) fixed, and dependent on how much hit points it heals, or its plus bonus (and other abilities) in the case of the sword.</p><p></p><p>Then the GM is free to halve or triple that price. Maybe there's a temporary scarcity. Maybe the GM has decided healing potions are always rare in her campaign? I don't know and I don't care. </p><p></p><p>But if the DMG's price lists reflects utility, it remains useful to all campaigns since it represents the objective worth of the item.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7593084, member: 12731"] Just stop playing dumb, Maxperson. I know you're perfectly capable of answering your own question. I know you know perfectly well the clear and obvious difference between rarity and utility. Yes, in some cases they correspond rather well. In other cases, they don't. (Not going to repeat examples here) But it's all missing the point: which is, that [I]rarity has no business being mixed into the base price of a magic item to begin with[/I]. Once you have established the base price, then (if you absolutely have to) you can apply rarity as a multiplier to that price. But is clear as day that rarity is just obfuscating the issue, which is that the base price before modifiers needs to reflect the item's power and usefulness, aka utility. A healing potion or a +2 sword has the same utility no matter how rare it is in a particular market, so its base price is (should be) fixed, and dependent on how much hit points it heals, or its plus bonus (and other abilities) in the case of the sword. Then the GM is free to halve or triple that price. Maybe there's a temporary scarcity. Maybe the GM has decided healing potions are always rare in her campaign? I don't know and I don't care. But if the DMG's price lists reflects utility, it remains useful to all campaigns since it represents the objective worth of the item. [/QUOTE]
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Deconstructing 5e: Typical Wealth by Level
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