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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="CapnZapp" data-source="post: 7347212" data-attributes="member: 12731"><p>Good stuff. </p><p></p><p>As I just said, my instinctive solution to stacking bonuses is to treat everything that isn't armor as a premium bonus category (since it stacks with armor). </p><p></p><p>I realize that isn't unproblematic (since +1 armor +1 shield +1 ring of protection still costs less than a single +3 item). I hope things like hand use and attunement slots is enough for it to hold together if only barely, so we don't have to add any rules for bonus stacking <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Essentially we treat all sources of AC bonus as expensive stuff, and make an exception just for one type (armor)!</p><p></p><p>---</p><p></p><p>Yes, offense (weapons) are generally easier than defense (armor). Not just because of stacking issues, but also because defense is what breaks bounded accuracy. Dealing more damage is comparatively an easy problem: just add more monsters!</p><p></p><p>---</p><p></p><p>Yes, the utility-based value of something like +1 Leather is... 50 gp, since it functions identically to mundane studded leather in practical play. </p><p></p><p>Here I think we're saved by the basic fact that overpriced items are never a worry. Only underpriced items is a design issue! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>So I think its best to simply ignore this issue. Let your random generator place a 100000 gp +3 ringmail in the store and watch it get purchased by... exactly nobody. Or curate your list by removing it before it gets embarrassing... ;-) Either way, not a primary concern.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7347212, member: 12731"] Good stuff. As I just said, my instinctive solution to stacking bonuses is to treat everything that isn't armor as a premium bonus category (since it stacks with armor). I realize that isn't unproblematic (since +1 armor +1 shield +1 ring of protection still costs less than a single +3 item). I hope things like hand use and attunement slots is enough for it to hold together if only barely, so we don't have to add any rules for bonus stacking :) Essentially we treat all sources of AC bonus as expensive stuff, and make an exception just for one type (armor)! --- Yes, offense (weapons) are generally easier than defense (armor). Not just because of stacking issues, but also because defense is what breaks bounded accuracy. Dealing more damage is comparatively an easy problem: just add more monsters! --- Yes, the utility-based value of something like +1 Leather is... 50 gp, since it functions identically to mundane studded leather in practical play. Here I think we're saved by the basic fact that overpriced items are never a worry. Only underpriced items is a design issue! :) So I think its best to simply ignore this issue. Let your random generator place a 100000 gp +3 ringmail in the store and watch it get purchased by... exactly nobody. Or curate your list by removing it before it gets embarrassing... ;-) Either way, not a primary concern. [/QUOTE]
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