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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="Oofta" data-source="post: 7345952" data-attributes="member: 6801845"><p>I think the difference between a standard and +1 armor comes most into play with medium armor. +1 Breastplate is more valuable to someone who cares about stealth than half plate for example.</p><p></p><p>An ideal solution might let me plug in a couple of simple variables. First is on a sliding scale, how much magic do I want my players to have and at what level on a scale of 1-10? For example at a 10, at 20th level players all have +3 on everything, magic rings up the wazoo, so on and so forth. What other expenses do I expect the players to incur or what else do I expect them to spend money on? That works for the +n items. If I expect people to have or buy a +1 weapon by the time they're 3rd level, +2 by 9th and +3 by 18th multiply that by how many items, etc. </p><p></p><p>The problem is how do you value things that stack? Or do you just ban +n shields and say rings of protection don't work if you're wearing magic armor? Then there's the non-plus items. How much is a bag of holding worth? In a game that emphasizes encumbrance and realistic/heavy loot it has more value than one that does not. Sovereign glue? May not seem like it's worth anything but what if you created a mundane metal face mask and glue it to someone's face with no breathing holes? An invisible assassin could take out just about any living person with relative ease. Or a wand of magic missiles. In a world with few wizards they could be incredibly rare, in a world where special forces soldiers get enough training to use magic devices they could be army surplus.</p><p></p><p>Still, you could do it. To keep things relatively simple, put everything into a price category with a "standard" categorization that could be used as a baseline. Then plug in expected level of magic at a certain levels subtract allowance for found items. That should give you a gold allowance for purchasing items. Given that add in living and other expenses. If you've balanced the two sides of the equation (price means nothing without knowing how much PCs have to spend) that should give you a guideline.</p><p></p><p>Personally I'm too lazy to go through all the items to come up with my own category so I'd probably use rarity as my price category with a couple of tweaks.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7345952, member: 6801845"] I think the difference between a standard and +1 armor comes most into play with medium armor. +1 Breastplate is more valuable to someone who cares about stealth than half plate for example. An ideal solution might let me plug in a couple of simple variables. First is on a sliding scale, how much magic do I want my players to have and at what level on a scale of 1-10? For example at a 10, at 20th level players all have +3 on everything, magic rings up the wazoo, so on and so forth. What other expenses do I expect the players to incur or what else do I expect them to spend money on? That works for the +n items. If I expect people to have or buy a +1 weapon by the time they're 3rd level, +2 by 9th and +3 by 18th multiply that by how many items, etc. The problem is how do you value things that stack? Or do you just ban +n shields and say rings of protection don't work if you're wearing magic armor? Then there's the non-plus items. How much is a bag of holding worth? In a game that emphasizes encumbrance and realistic/heavy loot it has more value than one that does not. Sovereign glue? May not seem like it's worth anything but what if you created a mundane metal face mask and glue it to someone's face with no breathing holes? An invisible assassin could take out just about any living person with relative ease. Or a wand of magic missiles. In a world with few wizards they could be incredibly rare, in a world where special forces soldiers get enough training to use magic devices they could be army surplus. Still, you could do it. To keep things relatively simple, put everything into a price category with a "standard" categorization that could be used as a baseline. Then plug in expected level of magic at a certain levels subtract allowance for found items. That should give you a gold allowance for purchasing items. Given that add in living and other expenses. If you've balanced the two sides of the equation (price means nothing without knowing how much PCs have to spend) that should give you a guideline. Personally I'm too lazy to go through all the items to come up with my own category so I'd probably use rarity as my price category with a couple of tweaks. [/QUOTE]
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