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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="Kinematics" data-source="post: 7349535" data-attributes="member: 6932123"><p>Eh, I think he has a pretty good point on at least one aspect. </p><p></p><p>The question is: Are player wealth level differences significant to what the DM is trying to do? Or, to illustrate, suppose I give out 10k gp wealth by level 8, and you give you 20k gp wealth. Is this just an artifact of how we're generating the wealth at each table, or am I deliberately restricting the wealth of the players (or you deliberately being generous with the wealth of the players)?</p><p></p><p>If it's merely an artifact of the game, then ⅓ of the player wealth will keep the two games in line, even though the wealth ends up at different values. However if it's a deliberate choice for a low-wealth campaign, then you can't just use the ⅓ metric for pricing items. What costs ⅓ of a player's wealth in your campaign <em>should</em> cost ⅔ of a player's wealth in mine. If it doesn't, then my attempts at a low-wealth campaign end up meaning nothing.</p><p></p><p>So I would suggest baselining the prices based on the expected wealth from the DMG, and thus give prices in gp, not levels. From there, if a DM lowers or raises the player wealth levels, it should have a corresponding effect on <em>actual</em> wealth — the ability to buy said magic items — rather than just shift around which numbers you happen to use, but not creating any difference in actual wealth between the campaigns.</p><p></p><p>That's not to say that <em>determining</em> the price does not use the level you'd like a character to be able to acquire it at, but once you determine what the price should be for a baseline wealth curve, the price shouldn't change. Once you have a price that's appropriate to the expected wealth curve, the DM can raise or lower the actual wealth curve for his game without also having to recalculate the prices on every single item. That's <em>much</em> simpler for everyone involved.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7349535, member: 6932123"] Eh, I think he has a pretty good point on at least one aspect. The question is: Are player wealth level differences significant to what the DM is trying to do? Or, to illustrate, suppose I give out 10k gp wealth by level 8, and you give you 20k gp wealth. Is this just an artifact of how we're generating the wealth at each table, or am I deliberately restricting the wealth of the players (or you deliberately being generous with the wealth of the players)? If it's merely an artifact of the game, then ⅓ of the player wealth will keep the two games in line, even though the wealth ends up at different values. However if it's a deliberate choice for a low-wealth campaign, then you can't just use the ⅓ metric for pricing items. What costs ⅓ of a player's wealth in your campaign [I]should[/I] cost ⅔ of a player's wealth in mine. If it doesn't, then my attempts at a low-wealth campaign end up meaning nothing. So I would suggest baselining the prices based on the expected wealth from the DMG, and thus give prices in gp, not levels. From there, if a DM lowers or raises the player wealth levels, it should have a corresponding effect on [i]actual[/i] wealth — the ability to buy said magic items — rather than just shift around which numbers you happen to use, but not creating any difference in actual wealth between the campaigns. That's not to say that [i]determining[/i] the price does not use the level you'd like a character to be able to acquire it at, but once you determine what the price should be for a baseline wealth curve, the price shouldn't change. Once you have a price that's appropriate to the expected wealth curve, the DM can raise or lower the actual wealth curve for his game without also having to recalculate the prices on every single item. That's [i]much[/i] simpler for everyone involved. [/QUOTE]
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