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How is 5th edition in respects to magic item creation?
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<blockquote data-quote="Jester David" data-source="post: 7220307" data-attributes="member: 37579"><p>.</p><p>That's so weird. Because I totally, vividly remember having multiple shops that sold magic items in my game. And that worked out just fine...</p><p></p><p>And it was so much more fun and engaging than magic item shopping in Pathfinder where the players just showed up with shopping list. "Okay, we need a carton of eggs, a jug of milk, ten <em>potions of greater healing</em>, a <em>swiftrunner shirt</em>, and upgrade the wizard's <em>bracers of defence</em> from +2 to +4."</p><p></p><p></p><p>They were pretty much <em>exactly </em>what I wanted. </p><p>Loose guidelines that encourage me to make a story around magic items. A price range so I can decide how valuable or cheap an item should be. </p><p></p><p></p><p>They look just fine to be. A big step up from 3e/Pathfinder. A nice evolution of 4e, where they just removed the levels and treadmill from the items leaving just rarity behind.</p><p></p><p></p><p>Which was fine and I'm glad he did that for his table and others who need it. But it remains totally and completely arbitrary. Those prices are one person's value judgements on the items. (They really valued combat over exploration, and priced those items higher.) I think my party has three items the author of that decided not to even price because they were "gamebreaking", and my game continues to putz along just fine.</p><p></p><p>I don't think I'd want Mike Mearls' or Jeremy Crawford's judgement calls on how valuable or powerful an item is to set the price for me.</p><p></p><p></p><p>"Magic item economy" makes as much sense as "antique heirloom economy" or "historical artifact economy". </p><p></p><p>Magical item economy makes sense for a single campaign setting (Eberron) which was created and inspired as much by a single instance of the rules as it's fiction source material. I don't think every campaign setting and version of the rules needs Eberron style magical crating. That seems more like something you add as a variant rule for Eberron. Or work around through magewright NPC statblocks who can just create common magical items faster and cheaper.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7220307, member: 37579"] . That's so weird. Because I totally, vividly remember having multiple shops that sold magic items in my game. And that worked out just fine... And it was so much more fun and engaging than magic item shopping in Pathfinder where the players just showed up with shopping list. "Okay, we need a carton of eggs, a jug of milk, ten [I]potions of greater healing[/I], a [I]swiftrunner shirt[/I], and upgrade the wizard's [I]bracers of defence[/I] from +2 to +4." They were pretty much [I]exactly [/I]what I wanted. Loose guidelines that encourage me to make a story around magic items. A price range so I can decide how valuable or cheap an item should be. They look just fine to be. A big step up from 3e/Pathfinder. A nice evolution of 4e, where they just removed the levels and treadmill from the items leaving just rarity behind. Which was fine and I'm glad he did that for his table and others who need it. But it remains totally and completely arbitrary. Those prices are one person's value judgements on the items. (They really valued combat over exploration, and priced those items higher.) I think my party has three items the author of that decided not to even price because they were "gamebreaking", and my game continues to putz along just fine. I don't think I'd want Mike Mearls' or Jeremy Crawford's judgement calls on how valuable or powerful an item is to set the price for me. "Magic item economy" makes as much sense as "antique heirloom economy" or "historical artifact economy". Magical item economy makes sense for a single campaign setting (Eberron) which was created and inspired as much by a single instance of the rules as it's fiction source material. I don't think every campaign setting and version of the rules needs Eberron style magical crating. That seems more like something you add as a variant rule for Eberron. Or work around through magewright NPC statblocks who can just create common magical items faster and cheaper. [/QUOTE]
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How is 5th edition in respects to magic item creation?
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