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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="Nagol" data-source="post: 7345182" data-attributes="member: 23935"><p>First, what is a "plus thread"? It must be important since it was mentioned six times?</p><p></p><p>Second, the first few questions to answer are (1) how much treasure is expected to come into the party's hands as it levels? (2) what sort of curve is preferred for pricing? I submit that 3E quadratic curve sucks. 1E's more linear curve works more smoothly.</p><p></p><p>There are really a few values that can be attached to an item and they are independent of one another. Creation cost, scrap value, utility value, and artistic/notoriety value. One way to make item creation rare in the campaign is to make the creation cost higher than the utility value. Then suddenly, almost no one wants magic items made though they will happily purchase any that get offered for sale at sensible prices.</p><p></p><p>Utility value is somewhat subjective: how valuable is a +1 sword to a knight-errant compared to a man-at-arms? Some items utility values will be astronomical because the utility cannot be received any other way and the alternative is unthinkable. How much will a parent pay to heal the sick child? How much do they have and can borrow? Most items for the adventurer (or the household) have calculable utility values. Utility values for defences are likely going to be higher than utility values for offensive items because people rate "staying alive" higher than "being effective".</p></blockquote><p></p>
[QUOTE="Nagol, post: 7345182, member: 23935"] First, what is a "plus thread"? It must be important since it was mentioned six times? Second, the first few questions to answer are (1) how much treasure is expected to come into the party's hands as it levels? (2) what sort of curve is preferred for pricing? I submit that 3E quadratic curve sucks. 1E's more linear curve works more smoothly. There are really a few values that can be attached to an item and they are independent of one another. Creation cost, scrap value, utility value, and artistic/notoriety value. One way to make item creation rare in the campaign is to make the creation cost higher than the utility value. Then suddenly, almost no one wants magic items made though they will happily purchase any that get offered for sale at sensible prices. Utility value is somewhat subjective: how valuable is a +1 sword to a knight-errant compared to a man-at-arms? Some items utility values will be astronomical because the utility cannot be received any other way and the alternative is unthinkable. How much will a parent pay to heal the sick child? How much do they have and can borrow? Most items for the adventurer (or the household) have calculable utility values. Utility values for defences are likely going to be higher than utility values for offensive items because people rate "staying alive" higher than "being effective". [/QUOTE]
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