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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="Oofta" data-source="post: 7346488" data-attributes="member: 6801845"><p>In a perfect system, every item would have it's own unique value. But, as I like to repeat to my fellow software developers now and then, we should not let perfection get in the way of good. Can we come up with a good (or at least decent) solution? Because I don't think there is a perfect one.</p><p></p><p>Basic options that I see, if I'm missing anything let me know. For the moment I'm ignoring actual GP values, see below.</p><ol> <li data-xf-list-type="ol">Price items on their "recipe". Cost should be based on what it takes to craft the item*.<br /> <em>The problem with this one is that we don't have any recipes, and as others have pointed out it's not easy to reverse engineer them.</em></li> <li data-xf-list-type="ol">Price items based on their desirability. <br /> <em>Beauty, and desirability, is in the eye of the beholder and the campaign. How useful a bag of holding (or sovereign glue) depends on the campaign.</em></li> <li data-xf-list-type="ol">Price items based on supply and demand.<br /> <em>This seems to be a non-starter as well. In a world where magic exists, what items would be in highest demand? How do you know supply?</em></li> <li data-xf-list-type="ol">Price items based on their rarity as defined in the DMG.<br /> <em>This starts to be workable, but as people have pointed out +1 leather is no more valuable than plain old studded leather in most campaigns.</em></li> <li data-xf-list-type="ol">Price items based on categories the DM defines, probably starting with rarity and breaking down into further sub categories.<br /> <em>This is what I'm leaning towards.</em></li> <li data-xf-list-type="ol"></li> </ol><p></p><p>So personally I'd start with rarity and then break it down into sub categories, similar to what XGTE does with minor and major items. Let's call these sub categories Consumable, Good, Better, Best. So a Potion of heroism is Rare/Consumable, Heward's handy haversack it Rare/Good, leather armor +1 is Rare/Better and studded leather +1 is Rare/Best. </p><p></p><p>This gives me a little more fidelity because +1 studded is better then leather, a belt of fire giant strength is a little better than a belt of frost/stone. </p><p></p><p>So that gives me buckets to put my items into. Now all I have to do is price those buckets, which has to be tied to expected wealth level and desired level of magic for PCs. Maybe in a future post.</p><p></p><p>There are still potential issues with stacking, but I think the biggest issue is +n shields added to +n armor. So maybe we just ban +n shields, and shields can be magical and have other cool effects but not bump AC?</p><p></p><p><em>*if magic items are for sale <strong>someone</strong> had to craft them, which for this discussion won't be a PC</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 7346488, member: 6801845"] In a perfect system, every item would have it's own unique value. But, as I like to repeat to my fellow software developers now and then, we should not let perfection get in the way of good. Can we come up with a good (or at least decent) solution? Because I don't think there is a perfect one. Basic options that I see, if I'm missing anything let me know. For the moment I'm ignoring actual GP values, see below. [LIST=1] [*]Price items on their "recipe". Cost should be based on what it takes to craft the item*. [I]The problem with this one is that we don't have any recipes, and as others have pointed out it's not easy to reverse engineer them.[/I] [*]Price items based on their desirability. [I]Beauty, and desirability, is in the eye of the beholder and the campaign. How useful a bag of holding (or sovereign glue) depends on the campaign.[/I] [*]Price items based on supply and demand. [I]This seems to be a non-starter as well. In a world where magic exists, what items would be in highest demand? How do you know supply?[/I] [*]Price items based on their rarity as defined in the DMG. [I]This starts to be workable, but as people have pointed out +1 leather is no more valuable than plain old studded leather in most campaigns.[/I] [*]Price items based on categories the DM defines, probably starting with rarity and breaking down into further sub categories. [I]This is what I'm leaning towards.[/I] [*] [/LIST] So personally I'd start with rarity and then break it down into sub categories, similar to what XGTE does with minor and major items. Let's call these sub categories Consumable, Good, Better, Best. So a Potion of heroism is Rare/Consumable, Heward's handy haversack it Rare/Good, leather armor +1 is Rare/Better and studded leather +1 is Rare/Best. This gives me a little more fidelity because +1 studded is better then leather, a belt of fire giant strength is a little better than a belt of frost/stone. So that gives me buckets to put my items into. Now all I have to do is price those buckets, which has to be tied to expected wealth level and desired level of magic for PCs. Maybe in a future post. There are still potential issues with stacking, but I think the biggest issue is +n shields added to +n armor. So maybe we just ban +n shields, and shields can be magical and have other cool effects but not bump AC? [I]*if magic items are for sale [B]someone[/B] had to craft them, which for this discussion won't be a PC[/I] [/QUOTE]
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