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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7346143" data-attributes="member: 6802951"><p>Once you cover the ability to break DR/magic (or in 5e terms, resistance or immunity to nonmagical weapon attacks), the value of each additional +1 bonus is much greater in 5e than 3rd. Bounded accuracy means that that +1 is a much greater proportion of total bonus to hit and damage than it was in 3e.</p><p></p><p> The best way to handle this would probably be to consider the existence of +0 magical weapons, either to introduce them, or purely theoretically.</p><p>Level 6 is when characters would appear to be granted magical attacks, so that sets a rough baseline, which can them be turned into a range, from maybe 5 to 10. Level 5 is when a character would start being able to afford magical +0 weapons of less-optimal types, such as clubs, tridents, light crossbows. Level 7 is when they should start to be able to equip themselves with +0 Longswords or shortbows. Level 10 is when the most optimal weapons: Handcrossbows, greatswords, glaives become affordable relative to their available cash.</p><p></p><p>Deciding when it is appropriate for characters to gain a magical weapon with an actual bonus is much harder, since the bonus is over and above any assumed maths build into 5e, and is unobtainable any other way.</p><p>Under normal circumstances in the setting, you also have the issue of higher-level adventurers with many times the available gold bidding on the same items. This however would be outside the guidelines of this thread, so we assume that utility to a PC optimised to use the weapon is the only factor.</p><p>We do need at least one other data point to start working from however, so for this purpose we shall assume that an adventurer should be able to afford the +3 weapon of their choice by level 20.</p><p>A magical +1 weapon bonus is a significant boost to a weapon-using character. A +2 is still very much worthwhile, but less of a boost over the previous step. Likewise +3 bonus. So access to +bonus weapons should probably be kept to the later part of a PC's possible career, but higher bonuses having less of a jump. I'd suggest baselines for standard weapons be +1 at around level 11, +2 at level 15 and +3 at level 17. There will be considerable spread according to the utility of the actual weapon however: a +3 sickle for example will cost less than a +1 handcrossbow or glaive due to is being of much less utility to someone specialised in its use.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7346143, member: 6802951"] Once you cover the ability to break DR/magic (or in 5e terms, resistance or immunity to nonmagical weapon attacks), the value of each additional +1 bonus is much greater in 5e than 3rd. Bounded accuracy means that that +1 is a much greater proportion of total bonus to hit and damage than it was in 3e. The best way to handle this would probably be to consider the existence of +0 magical weapons, either to introduce them, or purely theoretically. Level 6 is when characters would appear to be granted magical attacks, so that sets a rough baseline, which can them be turned into a range, from maybe 5 to 10. Level 5 is when a character would start being able to afford magical +0 weapons of less-optimal types, such as clubs, tridents, light crossbows. Level 7 is when they should start to be able to equip themselves with +0 Longswords or shortbows. Level 10 is when the most optimal weapons: Handcrossbows, greatswords, glaives become affordable relative to their available cash. Deciding when it is appropriate for characters to gain a magical weapon with an actual bonus is much harder, since the bonus is over and above any assumed maths build into 5e, and is unobtainable any other way. Under normal circumstances in the setting, you also have the issue of higher-level adventurers with many times the available gold bidding on the same items. This however would be outside the guidelines of this thread, so we assume that utility to a PC optimised to use the weapon is the only factor. We do need at least one other data point to start working from however, so for this purpose we shall assume that an adventurer should be able to afford the +3 weapon of their choice by level 20. A magical +1 weapon bonus is a significant boost to a weapon-using character. A +2 is still very much worthwhile, but less of a boost over the previous step. Likewise +3 bonus. So access to +bonus weapons should probably be kept to the later part of a PC's possible career, but higher bonuses having less of a jump. I'd suggest baselines for standard weapons be +1 at around level 11, +2 at level 15 and +3 at level 17. There will be considerable spread according to the utility of the actual weapon however: a +3 sickle for example will cost less than a +1 handcrossbow or glaive due to is being of much less utility to someone specialised in its use. [/QUOTE]
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