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How is 5th edition in respects to magic item creation?
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<blockquote data-quote="see" data-source="post: 7221075" data-attributes="member: 10531"><p>If you want to have an adventurer who very occasionally crafts a magic item or two, a world where magic items are not routine items of manufacture or commerce, and characters with adventuring class levels are rare, the 5e DMG guidelines are adequate and the UA downtime rules more than. They also, under those assumptions, have good verisimilitude. No other edition of D&D does as well.</p><p></p><p>If you don't care at all about the actual economy of a world, and instead want to deal with gold and magic items exclusively as resources for characters who adventure, the 3.x/PF rules do a pretty good job of that, and you can ignore the fact that they make no sense as a matter of world-building. 4e does it even better, with a similar refusal to consider world-building logic. 5e-as-written doesn't do this very well, any more than any TSR-era D&D, but <a href="https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view" target="_blank">this PDF</a> does a good job at giving you prices, which you can then use with a simple adaptation of the Pathfinder creation rules.</p><p></p><p>If you want a consistent simulation of an economy with common magic item crafting and high-volume commerce in magic items, with items priced according to their realistic costs and <em>economic</em> utility, no edition of D&D does that very well.</p></blockquote><p></p>
[QUOTE="see, post: 7221075, member: 10531"] If you want to have an adventurer who very occasionally crafts a magic item or two, a world where magic items are not routine items of manufacture or commerce, and characters with adventuring class levels are rare, the 5e DMG guidelines are adequate and the UA downtime rules more than. They also, under those assumptions, have good verisimilitude. No other edition of D&D does as well. If you don't care at all about the actual economy of a world, and instead want to deal with gold and magic items exclusively as resources for characters who adventure, the 3.x/PF rules do a pretty good job of that, and you can ignore the fact that they make no sense as a matter of world-building. 4e does it even better, with a similar refusal to consider world-building logic. 5e-as-written doesn't do this very well, any more than any TSR-era D&D, but [URL="https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view"]this PDF[/URL] does a good job at giving you prices, which you can then use with a simple adaptation of the Pathfinder creation rules. If you want a consistent simulation of an economy with common magic item crafting and high-volume commerce in magic items, with items priced according to their realistic costs and [I]economic[/I] utility, no edition of D&D does that very well. [/QUOTE]
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How is 5th edition in respects to magic item creation?
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