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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7347804" data-attributes="member: 6802951"><p>The "+0 weapons" I mentioned in my initial post are based on having no properties other than allowing the weapon user to penetrate magical resistance/immunity.</p><p>If you're starting with +1 (or equivalent power enchantment) weapons then you will have to compromise between true utility, and class balance in the party when assigning levels.</p><p>The power (utility) of the magic and +1 to hit and damage over and above everything else is high. However you will probably have to set a level/price considerably lower than their actual utility if you want the group to be able to face a standard range of threats appropriate to their level.</p><p></p><p></p><p> True utility requires you not to have a single price for a generic weapon. Suboptimal weapons that even with a bonus to hit and damage won't be used as a primary weapon have less power and utility than a weapon like a longsword that will be used for the majority of attacks that the character makes. Furthermore, since we are assuming most optimal usage of items, weapons that can be optimised more than the standard longsword are required to be more expensive/less available.</p><p></p><p> Nothing to do with weird/strange.</p><p> Everything to do with easy access to additional attacks from bonus actions and/or reactions. Thus the magical bonus of a polearm or handcrossbow has greater utility than that of a greatsword, because it will be applied more often per round, and therefore under a true utility system must be priced higher.</p><p>+Bonus heavy or ranged weapons have additional utility since the +1 offsets the GWM/sharpshooter penalty to hit.</p><p>Under the assumptions of a true utility system that you have initially set out, it would be hard to justify <em>not </em>taking the base properties into account, just like you do with armour.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7347804, member: 6802951"] The "+0 weapons" I mentioned in my initial post are based on having no properties other than allowing the weapon user to penetrate magical resistance/immunity. If you're starting with +1 (or equivalent power enchantment) weapons then you will have to compromise between true utility, and class balance in the party when assigning levels. The power (utility) of the magic and +1 to hit and damage over and above everything else is high. However you will probably have to set a level/price considerably lower than their actual utility if you want the group to be able to face a standard range of threats appropriate to their level. True utility requires you not to have a single price for a generic weapon. Suboptimal weapons that even with a bonus to hit and damage won't be used as a primary weapon have less power and utility than a weapon like a longsword that will be used for the majority of attacks that the character makes. Furthermore, since we are assuming most optimal usage of items, weapons that can be optimised more than the standard longsword are required to be more expensive/less available. Nothing to do with weird/strange. Everything to do with easy access to additional attacks from bonus actions and/or reactions. Thus the magical bonus of a polearm or handcrossbow has greater utility than that of a greatsword, because it will be applied more often per round, and therefore under a true utility system must be priced higher. +Bonus heavy or ranged weapons have additional utility since the +1 offsets the GWM/sharpshooter penalty to hit. Under the assumptions of a true utility system that you have initially set out, it would be hard to justify [I]not [/I]taking the base properties into account, just like you do with armour. [/QUOTE]
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