Bill Zebub
“It’s probably Matt Mercer’s fault.”
As a side note, in general caster-specific magic items require attunement, but +N weapons/armor do not. So fighters have that going for them. Which ish nishe.
Well this is just my experience, but often you find out what you're fighting and where about .2 seconds before you're asked to roll for initiative. I know in some groups scouting is a thing that's done, but my experience, again, has always been that trying to skulk around and gain advance recon usually just results in someone finding themselves in a solo encounter that they have to try and survive long enough for the party to catch up.Ummm….why not?
If one reads them that way, sure.There's nothing I hate more than Ye Olde Magic Shoppe, and official price lists convey the impression that such shops should exist.
One does not lead directly to the other.Even if the reality is that the game rains magic items, the idea that they are bought and sold like groceries repels me.
It would help if D&D "economics" made any sense at all. Then you could tell how much money someone might pay for a thing. Like, if the Duke wants a goblet that is everful of his favorite wine, how much should that thing cost? Well, it depends on how much money the Duke has, whether these goblets are mass produced versus there being ONE such goblet, and how much effort it takes to get ones hands on said goblet. But without functional economics, there's no reasonable place to start. If we knew how much money the Duke's subjects netted him in taxes, and how much money he paid for his army, that would be something. Hell if the price of a horse and a suit of armor made sense compared to the price of a bushel of grain and a barel of wine from three provinces over, we could have some idea. But because D&D has, over the years, abandoned anything even smelling like the hated "simulationism" we can't, because gold is just another metagame component that doesn't have any real correlation with the fiction world the PCs exist in because that world is just Hollywood sets anyway.If one reads them that way, sure.
But if one wants to use the listed values as an integral part of treasury division, in that the value of the items you claim counts as part of your share, then having price lists is kind of essential. And I for one would never do it any other way, having learned the hard way - and more than once - that other methods simply don't work out fairly in the long run.
One does not lead directly to the other.
That said, the game raining magic items will inevitably lead to there being some trade in those items. Realistically, how can it not?
The moment your party has an item you can't use and-or don't want - an item, however, that someone else can use and-or does want - then boom, that item is going to have value to the person who can use it and will probably be sold or traded for some representation of that value.
Flip side: the moment you learn of someone else having an unwanted or un-useful item which your PC can use, what's stopping your PC from throwing some money at the item's owner in hopes of buying it?
Do these things enough times with enough items and a "price list" will eventually develop organically. A published price list just saves playing through all this by assuming those values have already long since been determined in the setting.
Quoted for truth. One of the things I love about Autarch's Adventurer Conqueror King System is how much research and effort has gone into making a realistic economy. Most games, as you say, just hand-wave everything and force DMs who care about economic consistency to do all the work themselves.It would help if D&D "economics" made any sense at all. Then you could tell how much money someone might pay for a thing. Like, if the Duke wants a goblet that is everful of his favorite wine, how much should that thing cost? Well, it depends on how much money the Duke has, whether these goblets are mass produced versus there being ONE such goblet, and how much effort it takes to get ones hands on said goblet. But without functional economics, there's no reasonable place to start. If we knew how much money the Duke's subjects netted him in taxes, and how much money he paid for his army, that would be something. Hell if the price of a horse and a suit of armor made sense compared to the price of a bushel of grain and a barel of wine from three provinces over, we could have some idea. But because D&D has, over the years, abandoned anything even smelling like the hated "simulationism" we can't, because gold is just another metagame component that doesn't have any real correlation with the fiction world the PCs exist in because that world is just Hollywood sets anyway.
But if one wants to use the listed values as an integral part of treasury division,
What happens if the players aren't the only ones that want the item?Terrible idea. Things are worth what people (players) are willing to pay. Let the players decide how much they value an item. “I really want that Vorpal Sword…I’ll give up 10k gold of treasure to get it.” “I’ll give up 15k”. “Ok, you can have it.”
Great plot hook.What happens if the players aren't the only ones that want the item?
Agreed, though this is one area where I'm willing to let gamist concerns rear their heads just a bit. Why? Because I rather despise economics (both as a field of study and as practiced in our current society) in real life and don't want to have to deal with it in the game.It would help if D&D "economics" made any sense at all.
That would depend on one or more of:Then you could tell how much money someone might pay for a thing. Like, if the Duke wants a goblet that is everful of his favorite wine, how much should that thing cost?
The "how much money the Duke has" piece can be sticky, but the "how common are these goblets" piece is pure DM fiat and-or dice rolling. Does every member of the nobility have one? Or is this some hare-brained off-the-cuff idea of the Duke's in order to one-up the neighbouring Baron? The motivation (and depth thereof) behind why the Duke wants the goblet will go a long way toward determining what he's willing to pay and-or sacrifice for it.Well, it depends on how much money the Duke has, whether these goblets are mass produced versus there being ONE such goblet, and how much effort it takes to get ones hands on said goblet.
I agree D&D has rather sadly abandoned simulationism in many other areas but in this particular area I'm willing to live with a more fanciful system.But without functional economics, there's no reasonable place to start. If we knew how much money the Duke's subjects netted him in taxes, and how much money he paid for his army, that would be something. Hell if the price of a horse and a suit of armor made sense compared to the price of a bushel of grain and a barel of wine from three provinces over, we could have some idea. But because D&D has, over the years, abandoned anything even smelling like the hated "simulationism" we can't, because gold is just another metagame component that doesn't have any real correlation with the fiction world the PCs exist in because that world is just Hollywood sets anyway.
To me that part has long since been done during history, leading to an enshrined value system.Terrible idea. Things are worth what people (players) are willing to pay. Let the players decide how much they value an item. “I really want that Vorpal Sword…I’ll give up 10k gold of treasure to get it.” “I’ll give up 15k”. “Ok, you can have it.”
To me that part has long since been done during history, leading to an enshrined value system.
Bidding wars have IME caused some pretty good arguments in the past, though nothing earth-shattering.
And completely the fault of the 3e system as designed, to not be (mathematically) flexible enough to decently handle both very-high and very-low wealth parties."Guys, I know you're having fun, and we agreed on the rules. You've even paid your Guild dues and taxes. But the fact is, you have so much money it's making it harder for me to run the game".
We pointed out several cash sinks we could invest in, like buying property, paying off a Duke to get minor titles, building a base of operations, and even a ship, but the DM then pointed out the realistic cost of such things was well within our reach, and then what?
At some point, we'd have nothing to do but sink vast wealth into crafting powerful magic items for the party, becoming too powerful for appropriate CR enemies.
And the easy solution, giving enemies magical gear of their own, was counter productive, since if we beat them, their wealth would increase our own exponentially.
So we had to retire our characters, and make new ones that paid full price for everything, and had nothing in our backpacks but lint and magical items. Very dissatisfying.
Oh...yeah...er...right! So we were.But we were talking about critical hits, lol.
Very much, yes.But is it really worth it to have a "one in a million" mechanic?
But then it's not one in a million, is it. If "dramatic moments" are occurring with any degree of regularity (or worse, predictability) then they're not so much dramatic as they are just another element in the game.Maybe we should just have exploding damage dice instead, if we want dramatic moments to happen with any degree of regularity.
Metagame coupons = complete non-starter.On the other hand, I do like the idea of getting a metagame coupon for when I roll well; then I can save it for a dramatic moment when I need a momentum shift, rather than hope I roll a natural 20 at an appropriate time.
I can only speak to how we do it.It’s possible I’m just not understanding how some DMs use price lists. Can you describe a scenario and how a price list would be helpful?
I can only speak to how we do it.
During an adventure the party picks up a list of items; for the sake of simplicity let's assume all they find this trip are some basic magic items and some cash. On returning to town those items are identified and - using the price list - evaluated, leading to a list like this (numbers conveniently add to round figures for this example, in practice it's divided down to the g.p.):
(Item number) --- (what it is) --- (value in gp) --- (claimed by)
103 --- Longsword +1 --- 1800 --- Blurt, Danielle (settled by roll-off, Danielle wins)
104 --- Ring: Protection +1 --- 3000 --- Coriander, Jocantha (settled by roll-off, Coriander wins)
105 --- Potion: Healing --- 200 --- [all five] (Blurt wins a 5-way roll-off)
106 --- Spear +1 Returning --- 2700 --- Jocantha
107 --- Spellbook, Illusionist --- 4700 --- [none; sold, none of these characters are Illusionists]
108 --- Folding Boat --- 11000 --- Aloysius+Jocantha go halfsies (because Jocantha lost out on the ring)
109 --- Potion: Invisibility --- 600 --- Danielle
Cash and gems found, minus party expenses e.g. ID pearls = 6000 gp equivalent
------------------------------------------
Total treasury value = 30000 g.p.
There are 5 characters in the party and each gets a full share, thus the share for each one is (30000 / 5 =) 6000.
Next, the players, in-character, claim items from the list; knowing that whatever they take comes out of the 6000 share that character gets; and if they claim and win too much they owe the treasury the difference. Items claimed by no-one are sold, arbitrarily for the listed value as experience has taught me that high-low value systems are a real PITA. Claims are shown above; party members are Aloysius, Blurt, Coriander, Danielle, and Jocantha.
So what each character ends up with is:
Aloysius: a half-share in the Folding Boat plus 1000 gp
Blurt: a Potion of Healing + 5400 gp
Coriander: the Ring of Protection + 3000 gp
Danielle: the Longsword, the Invisibility Potion, and 3600 g.p.
Jocantha: the Spear, a half-share in the Folding Boat, and needs to put 1700 back into the treasury from her own existing funds/resources.
Any kind of drafting or take-your-choice system would inevitably end up with one character owning the Folding Boat outright while someone else might end up only with the Longsword; a huge disparity in net value and exactly what the system is specifically designed to avoid.
Sometimes big-ticket items like the Folding Boat here will be taken out of treasury (thus reducing everyone's share) and carried forward as party possessions - which is fine provided that party intends to stick together. But party makeup often changes as characters come and go, and trying to figure out years later who owns what share of some carried-forward item is the stuff of bookkeeping and record-keeping nightmares!
Conclusion:
Good luck doing anything like this without a magic item price list.![]()
Yeah, I’ve encountered the method before. Absolutely hated it. It meant you lost out on high cost stuff because it wasn’t divisible in such a way.Whoah.
The closest experience I have to any of that is divvying up raid loot in World of Warcraft, ca. 2006/7.
Well, that and my buddy’s acrimonious divorce.
Very cool.I can only speak to how we do it.
During an adventure the party picks up a list of items; for the sake of simplicity let's assume all they find this trip are some basic magic items and some cash. On returning to town those items are identified and - using the price list - evaluated, leading to a list like this (numbers conveniently add to round figures for this example, in practice it's divided down to the g.p.):
(Item number) --- (what it is) --- (value in gp) --- (claimed by)
103 --- Longsword +1 --- 1800 --- Blurt, Danielle (settled by roll-off, Danielle wins)
104 --- Ring: Protection +1 --- 3000 --- Coriander, Jocantha (settled by roll-off, Coriander wins)
105 --- Potion: Healing --- 200 --- [all five] (Blurt wins a 5-way roll-off)
106 --- Spear +1 Returning --- 2700 --- Jocantha
107 --- Spellbook, Illusionist --- 4700 --- [none; sold, none of these characters are Illusionists]
108 --- Folding Boat --- 11000 --- Aloysius+Jocantha go halfsies (because Jocantha lost out on the ring)
109 --- Potion: Invisibility --- 600 --- Danielle
Cash and gems found, minus party expenses e.g. ID pearls = 6000 gp equivalent
------------------------------------------
Total treasury value = 30000 g.p.
There are 5 characters in the party and each gets a full share, thus the share for each one is (30000 / 5 =) 6000.
Next, the players, in-character, claim items from the list; knowing that whatever they take comes out of the 6000 share that character gets; and if they claim and win too much they owe the treasury the difference. Items claimed by no-one are sold, arbitrarily for the listed value as experience has taught me that high-low value systems are a real PITA. Claims are shown above; party members are Aloysius, Blurt, Coriander, Danielle, and Jocantha.
So what each character ends up with is:
Aloysius: a half-share in the Folding Boat plus 1000 gp
Blurt: a Potion of Healing + 5400 gp
Coriander: the Ring of Protection + 3000 gp
Danielle: the Longsword, the Invisibility Potion, and 3600 g.p.
Jocantha: the Spear, a half-share in the Folding Boat, and needs to put 1700 back into the treasury from her own existing funds/resources.
Any kind of drafting or take-your-choice system would inevitably end up with one character owning the Folding Boat outright while someone else might end up only with the Longsword; a huge disparity in net value and exactly what the system is specifically designed to avoid.
Sometimes big-ticket items like the Folding Boat here will be taken out of treasury (thus reducing everyone's share) and carried forward as party possessions - which is fine provided that party intends to stick together. But party makeup often changes as characters come and go, and trying to figure out years later who owns what share of some carried-forward item is the stuff of bookkeeping and record-keeping nightmares!
Conclusion:
Good luck doing anything like this without a magic item price list.![]()