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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="Kinematics" data-source="post: 7347626" data-attributes="member: 6932123"><p>I've gotten so used to using good forums, that I forgot that I <em>really</em> need to only write posts in a separate editor, and then paste them in when using forums that have more lackluster software.</p><p></p><p>So my big long analysis post was lost, but I still have a few data points.</p><p></p><p>Had to recalculate the numbers provided in the blog CapnZapp mentioned. There were a couple minor errors, but they were close enough.</p><p></p><p>The numbers provided in the blog were the per-hoard coin/gem/art value. It does <em>not</em> include average magic item asset value. I do not know whether you want to include magic item assets in total player wealth, but since a large percentage of such rewards are consumable items (at least in the early levels), and thus considered disposable assets, I'll ignore them.</p><p></p><p>~~~</p><p></p><p>Average hoard value at 0-4: 375 gp</p><p></p><p>Expected number of hoards rolled while leveling from 1-4: 7</p><p></p><p>Average gain per character in a party of 4: 656 gp</p><p></p><p>Average gain per character per level: 164 gp</p><p></p><p>Average expected wealth per character at the end of level 4 (not counting any spending): 656 gp</p><p></p><p></p><p>Average hoard value at 5-10: 4,545 gp</p><p></p><p>Expected number of hoards rolled while leveling from 5-10: 18</p><p></p><p>Average gain per character in a party of 4: 20,453 gp</p><p></p><p>Average gain per character per level: 3,409 gp</p><p></p><p>Average expected wealth per character at the end of level 10 (not counting any spending): 21,109 gp</p><p></p><p></p><p>Average hoard value at 11-16: 36,385 gp</p><p></p><p>Expected number of hoards rolled while leveling from 11-16: 12</p><p></p><p>Average gain per character in a party of 4: 109,155 gp</p><p></p><p>Average gain per character per level: 18,193 gp</p><p></p><p>Average expected wealth per character at the end of level 16 (not counting any spending): 130,264 gp</p><p></p><p></p><p>Average hoard value at 17+: 337,963 gp</p><p></p><p>Expected number of hoards rolled while leveling from 17-20: 8</p><p></p><p>Average gain per character in a party of 4: 675,926 gp</p><p></p><p>Average gain per character per level: 168,983 gp</p><p></p><p>Average expected wealth per character at the end of level 20 (not counting any spending): 806,190 gp</p><p></p><p>~~~</p><p></p><p>From this, I would baseline a longsword +1 (not a greatsword) at at least 1000 gp. If you don't spend any money on anything else while leveling up, and spend <em>all</em> of your money on this purchase, you can afford it shortly into 5th level.</p><p></p><p>If you want to delay the rate characters acquire items, you could upscale the baseline value to 2000 or 3000 gp. So a character should be able to afford it by level 6, but will have a hard time getting it during level 5.</p><p></p><p>Meanwhile, if you've purchased three items of that price level, you'll have spent maybe half your total accumulated wealth, and will be working from 12k gp when you hit level 11.</p><p></p><p></p><p>Now, supposing the +1 is 3000, if the +2 is 4x that amount (based on the 3E numbers), it will cost 12,000 gp — almost exactly all their remaining wealth.</p><p></p><p>Even with a fair bit of spending between 11 and 16, a character is likely to have at least 50k gp left by the time they hit 17. That also is conveniently the amount that could be used to buy a +3 sword that is 4x as expensive as the +2: 12k*4 = 48k gp.</p><p></p><p>Wealth gains after that easily reach into the range of going for legendary items, and will be ignored for these purposes.</p><p></p><p></p><p>So the baselines look like:</p><p>Longsword +1 = 3000 gp</p><p>Longsword +2 = 12000 gp</p><p>Longsword +3 = 48000 gp</p><p></p><p>That makes it reasonable to acquire at the various threshold levels (5, 11, 17) if you dedicate almost all your remaining wealth to it, while also expecting to gain enough wealth in the following levels to repeat a similar purchase several times.</p><p></p><p>Obviously scale this relative to the actual amount of treasure being given out in the game.</p><p></p><p></p><p>If I were to extrapolate further, I'd work from:</p><p></p><p>Weapons:</p><p>- I'd scale relative to the damage die of the weapon, compared to the 1d10 of the Longsword:</p><p>-- 1d4 dagger +1 = 1200 gp</p><p>-- 1d6 shortsword +1 = 1800 gp</p><p>-- 1d8 rapier +1 = 2400 gp</p><p>-- 2d6 greatsword +1 = 3600 gp</p><p></p><p>(Finesse and ranged weapons might need a higher multiplier. Maybe 1.5x?)</p><p></p><p>Light armor:</p><p>- Leather can get +1 at the same tier as Longsword +1. (Costs around 3000)</p><p>- Leather +2 and Studded Leather +1 come in at Longsword +2 tier.</p><p></p><p>(This basically means light armor can reach Mage Armor equivalent at about level 11. Is this reasonable? Should Leather +2/Studded Leather +1 come online around level 5?)</p><p></p><p>Medium armor:</p><p>- Breastplate can get +1 at Longsword +2 tier.</p><p>- Half Plate gets +1 at Longsword +2 tier, but costs 2x as much. (~24,000)</p><p></p><p>Heavy armor:</p><p>- Ring Mail, Chain Mail, and Split can all get +1 around Longsword +2 tier.</p><p>- Plate gets +1 at Longsword +2 tier, but costs 3x as much. (~36,000)</p><p></p><p>Shield:</p><p>- Shield can get +1 at Longsword +2, but costs 2x as much. (~24,000)</p><p></p><p></p><p>The next tier up keeps the same multipliers vs the Longsword +3.</p><p></p><p>Main idea for this scaling is that we use the same baseline as the Longsword +1/+2/+3, as characters might be expected to spend money on for 3 to 5 similar items over the next leveling tier, while leaving enough to make the jump to the next higher tier on their main purchase when they reach that level.</p><p></p><p>Relative to per-level wealth, tier 5-10 would be expected to gain enough gold to buy 1 new major item per level. Tier 11-16 could afford 1.5 items per level. Tier 17+ could afford 3 items per level. You're far more likely to run into attunement slot limits than major money limits, but at the same time you're encouraging spending most of that gold.</p><p></p><p>For armor/shield stacking, I put a multiplier on the highest cost armors for each tier, and the shield, as those are the ones that threaten bounded accuracy. A +1 version of AC17 armor is just NQ full plate, though it might still be useful because of strength limits or similar.</p><p></p><p>Someone aiming for a +1 Plate & +1 Shield setup might be able to afford it by the end of level 13, roughly midway along that tier. It's pushing the edge of bounded accuracy, but at level 13, a character or enemy could have a +10 to hit, so you're still just looking at rolling a 12 or higher; very similar to any other levels.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7347626, member: 6932123"] I've gotten so used to using good forums, that I forgot that I [I]really[/I] need to only write posts in a separate editor, and then paste them in when using forums that have more lackluster software. So my big long analysis post was lost, but I still have a few data points. Had to recalculate the numbers provided in the blog CapnZapp mentioned. There were a couple minor errors, but they were close enough. The numbers provided in the blog were the per-hoard coin/gem/art value. It does [I]not[/I] include average magic item asset value. I do not know whether you want to include magic item assets in total player wealth, but since a large percentage of such rewards are consumable items (at least in the early levels), and thus considered disposable assets, I'll ignore them. ~~~ Average hoard value at 0-4: 375 gp Expected number of hoards rolled while leveling from 1-4: 7 Average gain per character in a party of 4: 656 gp Average gain per character per level: 164 gp Average expected wealth per character at the end of level 4 (not counting any spending): 656 gp Average hoard value at 5-10: 4,545 gp Expected number of hoards rolled while leveling from 5-10: 18 Average gain per character in a party of 4: 20,453 gp Average gain per character per level: 3,409 gp Average expected wealth per character at the end of level 10 (not counting any spending): 21,109 gp Average hoard value at 11-16: 36,385 gp Expected number of hoards rolled while leveling from 11-16: 12 Average gain per character in a party of 4: 109,155 gp Average gain per character per level: 18,193 gp Average expected wealth per character at the end of level 16 (not counting any spending): 130,264 gp Average hoard value at 17+: 337,963 gp Expected number of hoards rolled while leveling from 17-20: 8 Average gain per character in a party of 4: 675,926 gp Average gain per character per level: 168,983 gp Average expected wealth per character at the end of level 20 (not counting any spending): 806,190 gp ~~~ From this, I would baseline a longsword +1 (not a greatsword) at at least 1000 gp. If you don't spend any money on anything else while leveling up, and spend [I]all[/I] of your money on this purchase, you can afford it shortly into 5th level. If you want to delay the rate characters acquire items, you could upscale the baseline value to 2000 or 3000 gp. So a character should be able to afford it by level 6, but will have a hard time getting it during level 5. Meanwhile, if you've purchased three items of that price level, you'll have spent maybe half your total accumulated wealth, and will be working from 12k gp when you hit level 11. Now, supposing the +1 is 3000, if the +2 is 4x that amount (based on the 3E numbers), it will cost 12,000 gp — almost exactly all their remaining wealth. Even with a fair bit of spending between 11 and 16, a character is likely to have at least 50k gp left by the time they hit 17. That also is conveniently the amount that could be used to buy a +3 sword that is 4x as expensive as the +2: 12k*4 = 48k gp. Wealth gains after that easily reach into the range of going for legendary items, and will be ignored for these purposes. So the baselines look like: Longsword +1 = 3000 gp Longsword +2 = 12000 gp Longsword +3 = 48000 gp That makes it reasonable to acquire at the various threshold levels (5, 11, 17) if you dedicate almost all your remaining wealth to it, while also expecting to gain enough wealth in the following levels to repeat a similar purchase several times. Obviously scale this relative to the actual amount of treasure being given out in the game. If I were to extrapolate further, I'd work from: Weapons: - I'd scale relative to the damage die of the weapon, compared to the 1d10 of the Longsword: -- 1d4 dagger +1 = 1200 gp -- 1d6 shortsword +1 = 1800 gp -- 1d8 rapier +1 = 2400 gp -- 2d6 greatsword +1 = 3600 gp (Finesse and ranged weapons might need a higher multiplier. Maybe 1.5x?) Light armor: - Leather can get +1 at the same tier as Longsword +1. (Costs around 3000) - Leather +2 and Studded Leather +1 come in at Longsword +2 tier. (This basically means light armor can reach Mage Armor equivalent at about level 11. Is this reasonable? Should Leather +2/Studded Leather +1 come online around level 5?) Medium armor: - Breastplate can get +1 at Longsword +2 tier. - Half Plate gets +1 at Longsword +2 tier, but costs 2x as much. (~24,000) Heavy armor: - Ring Mail, Chain Mail, and Split can all get +1 around Longsword +2 tier. - Plate gets +1 at Longsword +2 tier, but costs 3x as much. (~36,000) Shield: - Shield can get +1 at Longsword +2, but costs 2x as much. (~24,000) The next tier up keeps the same multipliers vs the Longsword +3. Main idea for this scaling is that we use the same baseline as the Longsword +1/+2/+3, as characters might be expected to spend money on for 3 to 5 similar items over the next leveling tier, while leaving enough to make the jump to the next higher tier on their main purchase when they reach that level. Relative to per-level wealth, tier 5-10 would be expected to gain enough gold to buy 1 new major item per level. Tier 11-16 could afford 1.5 items per level. Tier 17+ could afford 3 items per level. You're far more likely to run into attunement slot limits than major money limits, but at the same time you're encouraging spending most of that gold. For armor/shield stacking, I put a multiplier on the highest cost armors for each tier, and the shield, as those are the ones that threaten bounded accuracy. A +1 version of AC17 armor is just NQ full plate, though it might still be useful because of strength limits or similar. Someone aiming for a +1 Plate & +1 Shield setup might be able to afford it by the end of level 13, roughly midway along that tier. It's pushing the edge of bounded accuracy, but at level 13, a character or enemy could have a +10 to hit, so you're still just looking at rolling a 12 or higher; very similar to any other levels. [/QUOTE]
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