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?