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High level 3e magic item purchasing... when does enough become too much?
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<blockquote data-quote="Ridley's Cohort" data-source="post: 65091" data-attributes="member: 545"><p>I find I disagree with almost all your points.</p><p></p><p>There is nothing wrong with an NPC choosing to spend their xp. Since how they earn their xp is nebulous, you should roleplay the NPC by his actual motivations, not necessarily how you like to play your own PC. Many players, even minmaxers, feel quite differently than you about making items BTW.</p><p></p><p>The main advantage of having a default selling price of 50% book value is to avoid this mess of second guessing what the price of every tidbit of magic is; the PCs have paid a premium for liquidity already, so don't bother to nickel and dime them. If the cost to purchase varies, then you are mailing a gold engraved invitation for the PCs to haggle over every last +1 sword they sell. Why 50% book value? Why not 65%? Or 110%? In the end you have not really changed anything except made bookkeeping more burdensome for the DM and all the players. Have fun! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> </p><p></p><p>I partially agree with your point about quests for materials. In theory this in factored into the cost to make the item already. If a Wizard needs a phoenix feather to make a that Staff of Fire, you should also drastically lower the material cost to make the item because, presumably, the book value cost includes an estimated value for that feather.</p><p></p><p>I find the idea that most magic items are found in crypts, dungeons, etc. laughable. It is circular reasoning. Items are made by Wizards and Clerics for the most part. If you do not like the item creation guidelines and magic item prices, feel free to Rule 0 them. But your dungeon induced myopia is not going to help your campaign world make sense, if you care about that sort of thing.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 65091, member: 545"] I find I disagree with almost all your points. There is nothing wrong with an NPC choosing to spend their xp. Since how they earn their xp is nebulous, you should roleplay the NPC by his actual motivations, not necessarily how you like to play your own PC. Many players, even minmaxers, feel quite differently than you about making items BTW. The main advantage of having a default selling price of 50% book value is to avoid this mess of second guessing what the price of every tidbit of magic is; the PCs have paid a premium for liquidity already, so don't bother to nickel and dime them. If the cost to purchase varies, then you are mailing a gold engraved invitation for the PCs to haggle over every last +1 sword they sell. Why 50% book value? Why not 65%? Or 110%? In the end you have not really changed anything except made bookkeeping more burdensome for the DM and all the players. Have fun! :rolleyes: I partially agree with your point about quests for materials. In theory this in factored into the cost to make the item already. If a Wizard needs a phoenix feather to make a that Staff of Fire, you should also drastically lower the material cost to make the item because, presumably, the book value cost includes an estimated value for that feather. I find the idea that most magic items are found in crypts, dungeons, etc. laughable. It is circular reasoning. Items are made by Wizards and Clerics for the most part. If you do not like the item creation guidelines and magic item prices, feel free to Rule 0 them. But your dungeon induced myopia is not going to help your campaign world make sense, if you care about that sort of thing. [/QUOTE]
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High level 3e magic item purchasing... when does enough become too much?
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