D&D 5E How do you guys handle pricing one shot magic items?

Gwarok

Explorer
I'm sure we're all familiar with the listed pricing and suggestions and this has probably been discussed at length, but I'm trying to find something that makes a bit more sense regarding making/purchasing/selling some one shot magic items.

Namely, the prices listed for purchasing them seem to be:

Uncommon - Up to 500gp
Rare - Up to 5000gp
Very Rare - 5000gp to 50,000gp
Legendary - 50,000gp to 500,00gp

But the pricing for making them is the upper end for each category as follows:

Uncommon - Minimum 500gp
Rare - Minimum 5,000gp
Very Rare - Minimum 50,000gp
Legendary - Minimum 500,000gp

Which makes it seem like buying them is cheaper than making them, which has all sorts of logical flaws. But then it states that making scrolls and such we are to consider valuing them at half the normal rate for items, which seems crazy to me. Crafting items happens at a mere 25gp per day, so a potion of speed, very rare, at half of 50kgp put it at 25kgp, which is 1000 days to make, almost 3 years. For a one shot item. Is there a more fleshed out system for this?

Reason I'm asking is because I have players that want to do this. Not to craft themselves Staves of the Magi or anything, but making potions and such, wants to use his herbalism and alchemy and magic skills to help things out, make the occasional scroll with off brand spells he wouldn't normally memorize, which is only natural because why invest in those skills if you can't use them? And since I like to encourage players taking skills other than the purely functional like Athletics, Perception, Stealth, I want to give them a little encouragement along those lines.
 

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I don't price magical items. In my world they are pretty much all worth more than any reasonable amount of liquid capital. You might be able to exchange them for Lands, Titles, or favors from very powerful people however, perhaps augmented by precious gems.
 

I don't use any exact formula, never have.

Instead, if you find one for sale, they cost whatever I think they should at the moment & based upon what's going on story wise.

For ex: We're playing Tomb of Anhililation & I'm just making up random stuff the pcs are finding for sale in the bazaars. One of the things was a single vial of Universal Solvent.
Well, based upon how much fun the party had with 5 doses of Sovereign Glue (& no solvant) in the last campaign, the party pooled their resources & offered the merchant almost 5k gpv. On the basis of if CCS offers a vial of Solvent buy it.
I just shrugged & took thier gold.
(I dont really have any plans for the solvent btw :) - yet.)
 

I use the following general formula for magic items:
50gp - Common
500gp - Uncommon
5,000gp - Rare
50,000gp - Very Rare

and so on.

Xanathar's has a different table, and the book does suggest dropping the price by one rarity level when it is a consumable item.
 

Sorry, maybe I should clarify the question.

In this campaign, I allow players to make magic items. You might not, I'm not trying to make judgements regarding how anyone else runs their campaigns, but this is a feature in my campaign. My magic using PC's are not just spectators in a magical world, but active participants. With that given, is there a system that makes more sense than the bare bones outlines listed in the DMG regarding this? I can come up with my own, but I'd rather not reinvent the wheel if I don't have to.
 

Most systems I see take resources and time. Sometimes the resources are hand-waived to gp. At that point, a check is sometimes involved. If I were to do that, I would probably take my costs and use an appropriate ability check and multiply the result by a gp amount to see how much progress is made each day. There might be a minimum DC. Below that, the day and resources spent are lost. Above that is additional progress for the same cost of a day's time and resources.
 

Sorry, maybe I should clarify the question.

In this campaign, I allow players to make magic items. You might not, I'm not trying to make judgements regarding how anyone else runs their campaigns, but this is a feature in my campaign. My magic using PC's are not just spectators in a magical world, but active participants. With that given, is there a system that makes more sense than the bare bones outlines listed in the DMG regarding this? I can come up with my own, but I'd rather not reinvent the wheel if I don't have to.

Xanathar's includes a crafting downtime activity that involves costs in time and gold, and even requirements for recipes and special ingredients.

For the time and money, it suggests halving those costs for consumables.
 


The costs making them should be about 50% of buying them.

The PHB states 25g for a 2d4+2 healing pot, that is a good start if you want todeduct other items.

A 4d8+4 healing pot would be 500g for a start

For my campaigns I use a system to price scrolls 1 shot or to learn spells it is the same

Cost of a scroll is spell level ^2 x 100g so level 1 = 100g level 3 = 900 g level 9 = 8100g

Otoh I steer the party wealth.

With your special case I would steer the amount of 1 shot items by the hypothetical down time. A player on 5th level could do one oneshot item between sessions (but only if the downtime gives access to a laboratory /library/shop whatever that can duplicate a level 3 magical effect so 1 potion of speed or 1 4d8 +4 healing pot, Also a skill check is in order, if it fails the material cost is lost. (For a bit of fun on your side do not tell them, make the check for them so they might have a spoiled potion)
 

That said, my suggestion is to raid 3e's rules.

With a firm understanding that the DM has final say over how things work.

3E's crafting rules were severely broken if a DM just said "yeah it works like the rules say".

@OP: Honestly I just spitball things. Players typically lack the necessary downtime needed to invest in making real money from their crafting endeavors. I suppose you might have considerable gaps of downtime for your players, but IMO, to actually get into the market (where fixed prices are necessary) the players would need months of in-game time. Setting up shop, attracting customers, making stock, etc...

I think prices are more dependent on the local economy than any sort of book formula.
 

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