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*Dungeons & Dragons
How were the "Sane Magic Item Prices" arrived at?
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<blockquote data-quote="NotAYakk" data-source="post: 9008617" data-attributes="member: 72555"><p>I'd avoid using it. I found it was a seriously 3e inspired price list, and 5e isn't 3e.</p><p></p><p>As noted, static bonuses are super cheap. What more, shields cost the same as armor, despite the <em>by design</em> lower rarity of shields over armor in 5e.</p><p></p><p>In addition, a bunch of stuff is priced by "what would a rich level 20 PC who wants to buy the only version of this item in the entire world would pay". You can see this in the instruments of the bards; an entire series of items all with the same ability with rarities from common to legendary, but they are among the most expensive items because <em>if</em> a level 20 bard had no other access to one of its abilities and <em>if</em> it was the only item the bard could buy then the bard <em>might</em> be willing to pay that amount <em>if</em> this was the bard's build.</p><p></p><p>Meanwhile, very rare +3 weapons that almost every single PC would love to have are much much cheaper.</p><p></p><p>Which ones get what treatment is up to the whims of the designer of the price list.</p><p></p><p>Other problems is that it completely ignores attunement as a cost. A bunch of really nice attunement-free items are much cheaper than other similar attunement-requiring items (disease/poison necklaces, vs anti-detection necklaces).</p><p></p><p></p><p>My advice:</p><p></p><p>1. Don't provide a "pick a magic item" mart to PCs. PCs don't get to buy items off the DMG list.</p><p>2. If you do have a magic shop, pick a treasure table and roll on it. Or pick specific items. Regardless, <em>any item for sale in a shop should be treated as treasure</em> - you should assume the PCs will buy it, steal it, or get it somehow.</p><p>3. Embrace that magic item prices are irregular. Use the entire suggested range. Sometimes an item is crazy cheap - that is ok. Sometimes another item which isn't as good cost more - that is also ok. PCs are free to try to buy the first when it shows up and decide if the 2nd is worth buying. But they <em>don't</em> get to sell the expensive item and buy the cheap item "because they are both magic items" - they have to find the cheap one. Note that selling magic items is a bit easier than buying them, unless you really want full price - then it gets hard.</p><p>4. If PCs want to look for a specific item, they can - but this is akin to going on a quest for it or whatever.</p><p></p><p>In this model, gold is a way to persuade people to do things in the world.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9008617, member: 72555"] I'd avoid using it. I found it was a seriously 3e inspired price list, and 5e isn't 3e. As noted, static bonuses are super cheap. What more, shields cost the same as armor, despite the [I]by design[/I] lower rarity of shields over armor in 5e. In addition, a bunch of stuff is priced by "what would a rich level 20 PC who wants to buy the only version of this item in the entire world would pay". You can see this in the instruments of the bards; an entire series of items all with the same ability with rarities from common to legendary, but they are among the most expensive items because [I]if[/I] a level 20 bard had no other access to one of its abilities and [I]if[/I] it was the only item the bard could buy then the bard [I]might[/I] be willing to pay that amount [I]if[/I] this was the bard's build. Meanwhile, very rare +3 weapons that almost every single PC would love to have are much much cheaper. Which ones get what treatment is up to the whims of the designer of the price list. Other problems is that it completely ignores attunement as a cost. A bunch of really nice attunement-free items are much cheaper than other similar attunement-requiring items (disease/poison necklaces, vs anti-detection necklaces). My advice: 1. Don't provide a "pick a magic item" mart to PCs. PCs don't get to buy items off the DMG list. 2. If you do have a magic shop, pick a treasure table and roll on it. Or pick specific items. Regardless, [I]any item for sale in a shop should be treated as treasure[/I] - you should assume the PCs will buy it, steal it, or get it somehow. 3. Embrace that magic item prices are irregular. Use the entire suggested range. Sometimes an item is crazy cheap - that is ok. Sometimes another item which isn't as good cost more - that is also ok. PCs are free to try to buy the first when it shows up and decide if the 2nd is worth buying. But they [I]don't[/I] get to sell the expensive item and buy the cheap item "because they are both magic items" - they have to find the cheap one. Note that selling magic items is a bit easier than buying them, unless you really want full price - then it gets hard. 4. If PCs want to look for a specific item, they can - but this is akin to going on a quest for it or whatever. In this model, gold is a way to persuade people to do things in the world. [/QUOTE]
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