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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="Oofta" data-source="post: 7345152" data-attributes="member: 6801845"><p>If you have a world where people are actively crafting magical items, I assume that not all magical items will be useful to adventurers. The ability to craft magic items however, is not unlimited so people that can craft magic items won't just be cranking out +1 short swords or what have you. The demand for that "magical box of cold storage" that refrigerates food would be quite high for those that could afford it. In the real world, only a small percentage of the population is willing to pay for high end sports cars when all they really need is a Camry. A +1 sword is only marginally better for the vast majority of people than a regular old reasonable quality piece of sharpened steel. Enchanting that sword doesn't add enough value to justify the cost for most people.</p><p></p><p>Putting aside the GP economy market for a moment (I don't think comparing D&D economy with real world economy buys much), I've always assumed that at mid-to-high levels adventurers are wealthy but not the richest people on the planet. In addition, depending on the campaign they're quite rare. </p><p></p><p>So if I'm crafting magic items, should I craft that cold box that I know I can sell almost immediately or that +n blade of awesomeness that may sit on my shelf for years waiting for the ever-so-rare rich adventurer to come along? </p><p></p><p>Will people craft those magic items useful to adventurers? Sure. There's always going to be people willing to service a niche market. There's just no reason to believe there will be any correlation between price and utility as perceived by adventurers versus utility perceived by the population at large. </p><p></p><p>Which is a long way of saying that I think basing price based on rarity is as logical and works as well as any other method we could come up with.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7345152, member: 6801845"] If you have a world where people are actively crafting magical items, I assume that not all magical items will be useful to adventurers. The ability to craft magic items however, is not unlimited so people that can craft magic items won't just be cranking out +1 short swords or what have you. The demand for that "magical box of cold storage" that refrigerates food would be quite high for those that could afford it. In the real world, only a small percentage of the population is willing to pay for high end sports cars when all they really need is a Camry. A +1 sword is only marginally better for the vast majority of people than a regular old reasonable quality piece of sharpened steel. Enchanting that sword doesn't add enough value to justify the cost for most people. Putting aside the GP economy market for a moment (I don't think comparing D&D economy with real world economy buys much), I've always assumed that at mid-to-high levels adventurers are wealthy but not the richest people on the planet. In addition, depending on the campaign they're quite rare. So if I'm crafting magic items, should I craft that cold box that I know I can sell almost immediately or that +n blade of awesomeness that may sit on my shelf for years waiting for the ever-so-rare rich adventurer to come along? Will people craft those magic items useful to adventurers? Sure. There's always going to be people willing to service a niche market. There's just no reason to believe there will be any correlation between price and utility as perceived by adventurers versus utility perceived by the population at large. Which is a long way of saying that I think basing price based on rarity is as logical and works as well as any other method we could come up with. [/QUOTE]
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