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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="Fanaelialae" data-source="post: 7345331" data-attributes="member: 53980"><p>If you want players to be able to easily buy and sell magic items in a balanced way, then you need to establish wealth by level guidelines. (Individual DMs can obviously stray from these guidelines, but i think it's important to establish your baseline since otherwise your prices only have meaning with respect to each other, rather than the assumed purchasing power of the PCs.)</p><p></p><p>IMO, you also need to throw out 5e's treasure tables, since they were not created with this in mind.</p><p></p><p>At this point, you can start to decide how much more a +2 item is than a +1 (should it be double, in strict reflection of it's utility, or more than double in order to make it less easily attained). </p><p></p><p>Consumables should obviously cost less, but how much less than a permanent item with the same effect? You need to account for the idea that such items can be potent in bulk. For example, if I can buy a thousand of the best healing potions for the price of a +3 sword, the former might be the more advantageous choice since it gives me virtually unlimited hp within the scope of the campaign.</p><p></p><p>Once have a rough idea of how items will be priced relative to each other, as well as the wealth by level guidelines, you can begin to set individual prices. This is, IMO, the least important step, since with clearly established design principles a DM who disagrees with your assessment can easily set their own prices. For example, I might allow flying PC races in my game and therefore consider a broom of flying to be an unexceptional item. You, on the other hand, may have banned the spell fly from your campaign and therefore consider the same item to grant a huge power boost in your campaign. As long as the design is transparent, we can both come up with prices that we will be satisfied with (assuming the system was designed well to begin with of course).</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7345331, member: 53980"] If you want players to be able to easily buy and sell magic items in a balanced way, then you need to establish wealth by level guidelines. (Individual DMs can obviously stray from these guidelines, but i think it's important to establish your baseline since otherwise your prices only have meaning with respect to each other, rather than the assumed purchasing power of the PCs.) IMO, you also need to throw out 5e's treasure tables, since they were not created with this in mind. At this point, you can start to decide how much more a +2 item is than a +1 (should it be double, in strict reflection of it's utility, or more than double in order to make it less easily attained). Consumables should obviously cost less, but how much less than a permanent item with the same effect? You need to account for the idea that such items can be potent in bulk. For example, if I can buy a thousand of the best healing potions for the price of a +3 sword, the former might be the more advantageous choice since it gives me virtually unlimited hp within the scope of the campaign. Once have a rough idea of how items will be priced relative to each other, as well as the wealth by level guidelines, you can begin to set individual prices. This is, IMO, the least important step, since with clearly established design principles a DM who disagrees with your assessment can easily set their own prices. For example, I might allow flying PC races in my game and therefore consider a broom of flying to be an unexceptional item. You, on the other hand, may have banned the spell fly from your campaign and therefore consider the same item to grant a huge power boost in your campaign. As long as the design is transparent, we can both come up with prices that we will be satisfied with (assuming the system was designed well to begin with of course). [/QUOTE]
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