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[+] Design & Development: Magic Item Pricing
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<blockquote data-quote="CapnZapp" data-source="post: 7350637" data-attributes="member: 12731"><p>I think you're already on board this, but just to be sure: maybe you get your +1 sword at level 6 <strong>and then never again upgrade it</strong>?</p><p></p><p></p><p>I'm really struggling here. Maybe an example would make it easy for even idiots like me to understand? </p><p></p><p>At this stage I don't understand why you would want to complicate things. Maybe when you first encountered the price-as-level idea you thought it too was complicated and thus you spontanously came up with alternatives?</p><p></p><p>Let me assure you I think level-as-price is just as straightforward and easy as fixed gold prices - to me there is no complexity issue to solve. </p><p></p><p>I am not saying this to discourage you from explaining. I am saying this to let you calibrate your expectations: I really don't need an alternative to simple gold prices (expressed as curve-independent levels), so if that's what this is about the maybe you can start a new thread to discuss that?</p><p></p><p>Of course your idea may be so much bigger than that! <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></p><p></p><p></p><p>Of course Dungeon Masters aren't entirely oblivious to the general impact of the characters' wealth. </p><p></p><p>But from a playability standpoint our analysis does not really need to get any deeper than the 1500 gp plate mail. </p><p></p><p>Why? Because the DMs that are worried a couple of mid-levels will destroy the town economy will choose a suitably low wealth curve; while DMs that don't care about that might go for the Pathfinder curve. </p><p></p><p>We can't and don't need to worry about it. All we need to worry about is price relative to other item prices. (This is not a law of nature; it's a voluntary restriction to keep this project from ballooning way out of control)</p><p></p><p>Pricing items is not limited to magic items, btw - the PHB mostly contains mundane items, and I intend to keep those prices unchanged. It is not limited to combat items either, though to be honest, that will be my paramount focus, since it is there balance matters the most. </p><p></p><p>At least for now. We do not even have a first draft yet.</p><p></p><p>But for the purposes of this project, certain things will simply have to be considered out of scope: calculating the price of magic weapons based on the price and availability of iron ore, weaponsmiths, spellcasters or artificers; the supply and demand of NPC adventurers, proximity to known monster hoards or any such "realistic" factor. </p><p></p><p>This may sound harsh but better to be upfront right away than to disappoint later.</p><p></p><p>When it comes to getting an idea of what certain things should be worth, the question on my mind is "what do we want our adventurer to be able to afford?" </p><p></p><p>The questions I have when stocking a magic shoppe include "when - at what level - do we want to introduce this specific magic item? when should it be a premium item and when should it become common-place?" and "what are good fun choices to put to our players? Which items should they have to decide between?".</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7350637, member: 12731"] I think you're already on board this, but just to be sure: maybe you get your +1 sword at level 6 [B]and then never again upgrade it[/B]? I'm really struggling here. Maybe an example would make it easy for even idiots like me to understand? At this stage I don't understand why you would want to complicate things. Maybe when you first encountered the price-as-level idea you thought it too was complicated and thus you spontanously came up with alternatives? Let me assure you I think level-as-price is just as straightforward and easy as fixed gold prices - to me there is no complexity issue to solve. I am not saying this to discourage you from explaining. I am saying this to let you calibrate your expectations: I really don't need an alternative to simple gold prices (expressed as curve-independent levels), so if that's what this is about the maybe you can start a new thread to discuss that? Of course your idea may be so much bigger than that! :) Of course Dungeon Masters aren't entirely oblivious to the general impact of the characters' wealth. But from a playability standpoint our analysis does not really need to get any deeper than the 1500 gp plate mail. Why? Because the DMs that are worried a couple of mid-levels will destroy the town economy will choose a suitably low wealth curve; while DMs that don't care about that might go for the Pathfinder curve. We can't and don't need to worry about it. All we need to worry about is price relative to other item prices. (This is not a law of nature; it's a voluntary restriction to keep this project from ballooning way out of control) Pricing items is not limited to magic items, btw - the PHB mostly contains mundane items, and I intend to keep those prices unchanged. It is not limited to combat items either, though to be honest, that will be my paramount focus, since it is there balance matters the most. At least for now. We do not even have a first draft yet. But for the purposes of this project, certain things will simply have to be considered out of scope: calculating the price of magic weapons based on the price and availability of iron ore, weaponsmiths, spellcasters or artificers; the supply and demand of NPC adventurers, proximity to known monster hoards or any such "realistic" factor. This may sound harsh but better to be upfront right away than to disappoint later. When it comes to getting an idea of what certain things should be worth, the question on my mind is "what do we want our adventurer to be able to afford?" The questions I have when stocking a magic shoppe include "when - at what level - do we want to introduce this specific magic item? when should it be a premium item and when should it become common-place?" and "what are good fun choices to put to our players? Which items should they have to decide between?". [/QUOTE]
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