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How much should it cost to make this item?
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<blockquote data-quote="FireLance" data-source="post: 3226236" data-attributes="member: 3424"><p>I'll admit first off that thinking through the broader social implications of magic is not something that factors greatly into my enjoyment of D&D, so I usually don't bother to do it.</p><p></p><p>However, I do think that the potential effects of a person or item that can provide unlimited healing are overstated. When an unlimited supply exists, the limiting factor becomes demand. How many people (or equally, what percentage of the population) would actually be in need of healing on any given day? More importantly, how much of this demand would already be met in a fantasy world where there are already clerics, paladins and other divine spellcasters? Assuming 1st-level clerics were as common as say, physicians today, how often would they actually have to deal with life-threatening injuries instead of diseases, minor cuts and bruises? Medical emergencies do exist, but how many clerics would you need to deal with all the medical emergencies that take place on an average day in a town of 10,000 inhabitants?</p><p></p><p>The additional healing capacity would be more useful during times of war and natural disasters, but again, how much more of an advantage would it be over scrolls and wands of <em>cure light wounds</em>? Even if you priced an item of unlimited <em>cure light wounds</em>(arguably, too cheaply) at 1,800 gp, the same cost would have given you two such items with 50 charges each, which would give you about twice the healing output. Arguably, in mass casualty situations, stabilizing as many people as quickly as you can is more important that being able to keep on healing. A wise ruler probably would want to invest in a small number of such items, to be used to get people out of hospital beds, but only after a greater number of cheaper charged items were used to stabilize as many as possible.</p><p></p><p>Frankly I think the main users of unlimited healing items would be people who tend to get severely injured on a regular basis, often in circumstances that require them to get back to full health as soon as possible. In other words - adventuring parties. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="FireLance, post: 3226236, member: 3424"] I'll admit first off that thinking through the broader social implications of magic is not something that factors greatly into my enjoyment of D&D, so I usually don't bother to do it. However, I do think that the potential effects of a person or item that can provide unlimited healing are overstated. When an unlimited supply exists, the limiting factor becomes demand. How many people (or equally, what percentage of the population) would actually be in need of healing on any given day? More importantly, how much of this demand would already be met in a fantasy world where there are already clerics, paladins and other divine spellcasters? Assuming 1st-level clerics were as common as say, physicians today, how often would they actually have to deal with life-threatening injuries instead of diseases, minor cuts and bruises? Medical emergencies do exist, but how many clerics would you need to deal with all the medical emergencies that take place on an average day in a town of 10,000 inhabitants? The additional healing capacity would be more useful during times of war and natural disasters, but again, how much more of an advantage would it be over scrolls and wands of [I]cure light wounds[/I]? Even if you priced an item of unlimited [I]cure light wounds[/I](arguably, too cheaply) at 1,800 gp, the same cost would have given you two such items with 50 charges each, which would give you about twice the healing output. Arguably, in mass casualty situations, stabilizing as many people as quickly as you can is more important that being able to keep on healing. A wise ruler probably would want to invest in a small number of such items, to be used to get people out of hospital beds, but only after a greater number of cheaper charged items were used to stabilize as many as possible. Frankly I think the main users of unlimited healing items would be people who tend to get severely injured on a regular basis, often in circumstances that require them to get back to full health as soon as possible. In other words - adventuring parties. :D [/QUOTE]
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