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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="Lackhand" data-source="post: 7345304" data-attributes="member: 36160"><p>Springing off from this point, because I think there's a thread-relevant way to phrase this: "How canonical should we treat by-the-book item rarity when deriving a price for it".</p><p>I think that we should basically ignore by-the-book rarity -- let that literally be how common or uncommon the item is in treasure hoards, while the price doesn't include that as a concern at all.</p><p></p><p>That way there are two axes of preciousness, rarity and this new derived cost, and a DM can use both to inform their actions at the table.</p><p></p><p>For example, I can see why most sovereign glues would be legendary in treasure hoards, for the same reason that Elmer's glue is rare in hoards: it's not something most dragons collect. No, really! But when we derive the price, I see no problem with considering it a reasonably low priced item -- more expensive than a <em>scroll of web</em>, but not by more than 1 order of magnitude. It's quite circumstantial, small target, a little bit dangerous to the operator (hands up if you've glued your fingers together...), and has some workarounds (like: impromptu surgery followed by <em>regeneration</em>, <em>mending</em>, or <em>cure wounds</em>).</p><p></p><p>This is a "problem" in that it means sane prices will have to disregard item rarities.</p><p></p><p>But meh, that's the goal here; I assume we're ready to crunch some numbers and challenge some by-the-book assumptions <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Lackhand, post: 7345304, member: 36160"] Springing off from this point, because I think there's a thread-relevant way to phrase this: "How canonical should we treat by-the-book item rarity when deriving a price for it". I think that we should basically ignore by-the-book rarity -- let that literally be how common or uncommon the item is in treasure hoards, while the price doesn't include that as a concern at all. That way there are two axes of preciousness, rarity and this new derived cost, and a DM can use both to inform their actions at the table. For example, I can see why most sovereign glues would be legendary in treasure hoards, for the same reason that Elmer's glue is rare in hoards: it's not something most dragons collect. No, really! But when we derive the price, I see no problem with considering it a reasonably low priced item -- more expensive than a [i]scroll of web[/i], but not by more than 1 order of magnitude. It's quite circumstantial, small target, a little bit dangerous to the operator (hands up if you've glued your fingers together...), and has some workarounds (like: impromptu surgery followed by [i]regeneration[/i], [i]mending[/i], or [i]cure wounds[/i]). This is a "problem" in that it means sane prices will have to disregard item rarities. But meh, that's the goal here; I assume we're ready to crunch some numbers and challenge some by-the-book assumptions :D [/QUOTE]
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