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How is 5th edition in respects to magic item creation?
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<blockquote data-quote="Staffan" data-source="post: 7221408" data-attributes="member: 907"><p>Here's the thing: 3e didn't have a functional magic item economy either. It had a <strong>detailed</strong> one, and it's easy to confuse detailed with functional - someone clearly spent a lot of time on it, so it has to work, right?</p><p></p><p>Wrong. 3e makes a whole lot of really strange assumptions when it comes to items. One is that the time of an archmage is equally valuable to that of a journeyman - pay a 17th level wizard 62,500 gp to spend 125 days making a <em>ring of djinni calling</em> (plus an equal amount in materials), or pay a 3rd level neophyte 500 gp to spend one day making a <em>cloak of resistance +1</em> (again, plus an equal amount in materials) - either one charges 500 gp per day for their work. Another is that the market price of an item is directly related to the creation cost, and not to its utility. For example, the 13,000 gp <em>lyre of building</em> produces 180 gp (or more) worth of work in one hour, with no limit other than random chance (and human endurance) on how many hours you can keep playing it. As another example, the <em>helm of underwater action</em> is given roughly the same price as a <em>cloak of resistance +5</em>, but I don't know a single PC that wouldn't rather have the cloak.</p><p></p><p>The economy of 3e breaks down in other ways too, not related to magic items. For example, by the rules there should be about 22 000 galleys for sale in Waterdeep at any given time (5 times as many in the summer) - not to mention the 33 <strong>billion</strong> chickens. And the rules for traps say that a simple 10 foot pit trap costs 600 gp and takes 45 weeks to make. There are fairly detailed rules giving each of those numbers, but being detailed doesn't make them <strong>good</strong>. IMO, having a detailed and thus seemingly "fair" system that gives outrageous results such as these is worse than not having a system at all.</p></blockquote><p></p>
[QUOTE="Staffan, post: 7221408, member: 907"] Here's the thing: 3e didn't have a functional magic item economy either. It had a [B]detailed[/B] one, and it's easy to confuse detailed with functional - someone clearly spent a lot of time on it, so it has to work, right? Wrong. 3e makes a whole lot of really strange assumptions when it comes to items. One is that the time of an archmage is equally valuable to that of a journeyman - pay a 17th level wizard 62,500 gp to spend 125 days making a [I]ring of djinni calling[/I] (plus an equal amount in materials), or pay a 3rd level neophyte 500 gp to spend one day making a [I]cloak of resistance +1[/I] (again, plus an equal amount in materials) - either one charges 500 gp per day for their work. Another is that the market price of an item is directly related to the creation cost, and not to its utility. For example, the 13,000 gp [I]lyre of building[/I] produces 180 gp (or more) worth of work in one hour, with no limit other than random chance (and human endurance) on how many hours you can keep playing it. As another example, the [I]helm of underwater action[/I] is given roughly the same price as a [I]cloak of resistance +5[/I], but I don't know a single PC that wouldn't rather have the cloak. The economy of 3e breaks down in other ways too, not related to magic items. For example, by the rules there should be about 22 000 galleys for sale in Waterdeep at any given time (5 times as many in the summer) - not to mention the 33 [B]billion[/B] chickens. And the rules for traps say that a simple 10 foot pit trap costs 600 gp and takes 45 weeks to make. There are fairly detailed rules giving each of those numbers, but being detailed doesn't make them [B]good[/B]. IMO, having a detailed and thus seemingly "fair" system that gives outrageous results such as these is worse than not having a system at all. [/QUOTE]
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