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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="Oofta" data-source="post: 7345321" data-attributes="member: 6801845"><p>It's difficult to have any constructive conversation that starts with "you must agree with me". In addition I haven't seen any concrete answers here which don't basically boil down to variations of "base cost on it's rarity".</p><p></p><p>If we had a "recipe" for every item that could be a start, but we don't. But even if we had a recipe that said in order to craft <em>x</em>, you need to have <em>y</em> materials and a caster of level <em>z</em> it doesn't buy us much because we don't know how rare <em>y </em>and <em>z </em>are.</p><p></p><p>Real world prices aren't always based on utility. No penny has an intrinsic value of 1.7 million dollars, a rolex doesn't tell time any better than a timex (or my phone for that matter).</p><p></p><p>But you're right, none of that contributes, so I'll flip the question around to what I think really needs to be asked. What does the DM want the PCs to have? What trade-offs does the DM want to impose on his players? Do you want them deciding whether to build a castle or buy that +3 armor? Will any of the DM's players even <em>want</em> to build a castle? It's a meta-game answer, but it's the only one that really matters.</p><p></p><p>Figure out what you want PCs to purchase and set prices and monetary rewards accordingly. Trying to figure out what magic item prices "should be" is about as futile as trying to figure out what the value of crystallized carbon "should be".</p></blockquote><p></p>
[QUOTE="Oofta, post: 7345321, member: 6801845"] It's difficult to have any constructive conversation that starts with "you must agree with me". In addition I haven't seen any concrete answers here which don't basically boil down to variations of "base cost on it's rarity". If we had a "recipe" for every item that could be a start, but we don't. But even if we had a recipe that said in order to craft [I]x[/I], you need to have [I]y[/I] materials and a caster of level [I]z[/I] it doesn't buy us much because we don't know how rare [I]y [/I]and [I]z [/I]are. Real world prices aren't always based on utility. No penny has an intrinsic value of 1.7 million dollars, a rolex doesn't tell time any better than a timex (or my phone for that matter). But you're right, none of that contributes, so I'll flip the question around to what I think really needs to be asked. What does the DM want the PCs to have? What trade-offs does the DM want to impose on his players? Do you want them deciding whether to build a castle or buy that +3 armor? Will any of the DM's players even [I]want[/I] to build a castle? It's a meta-game answer, but it's the only one that really matters. Figure out what you want PCs to purchase and set prices and monetary rewards accordingly. Trying to figure out what magic item prices "should be" is about as futile as trying to figure out what the value of crystallized carbon "should be". [/QUOTE]
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