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Community
General Tabletop Discussion
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Magic Item Cost Analysis (might be useful for non-RAW campaigns)
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<blockquote data-quote="nnms" data-source="post: 5277246" data-attributes="member: 83293"><p>So what variables are available to be changed in order to fine tune the D&D 4e economy for your game?</p><p></p><p>Cost of a level 1 item.</p><p>Rate of increase every 5 levels/enhancement bonus increase</p><p>Distribution of cost increase for item levels of the same enhancement bonus (the 11% thing)</p><p>Consumable cost as a percentage of full item </p><p></p><p>The new magic item system coming in essentials breaks down items into common, uncommon and rare. Only common items can be made by rituals and it looks like any current item that contains a daily ability will become uncommon (see Mearls' comments on rpg.net about the 2nd half of the magic item rarity system making sure daily powers can't be exploited).</p><p></p><p>So what if you decide there is no purchasing of magic items in your game. If so, then once mundane items and ritual components become negligible in cost, you'll need something to spend money on. Or you'll need to scale back the amount of treasure you give.</p><p></p><p>This is most easily accomplished by reducing the multiplier for cost on an item of a higher enhancement bonus. A 3x or even a 2x multiplier would make the amount of gold coming in more manageable. It would still be a lot of gold, but it wouldn't be hundreds of thousands just sitting there, waiting to be poured into a medieval economy to utterly destabilize it.</p><p></p><p>A 3x multiplier progression:</p><p>[code]1 - 360</p><p>2 - 440</p><p>3 - 520</p><p>4 - 600</p><p>5 - 680</p><p>6 - 1080</p><p>7 - 1320</p><p>8 - 1560</p><p>9 - 1800</p><p>10- 2040</p><p>11- 3240</p><p>12- 3960</p><p>13- 4680</p><p>14- 5400</p><p>15- 6120</p><p>16- 9720</p><p>17- 11880</p><p>18- 14040</p><p>19- 16200</p><p>20- 18360</p><p>21- 29160</p><p>22- 35640</p><p>23- 42120</p><p>24- 48600</p><p>25- 55080</p><p>26- 87480</p><p>27- 106920</p><p>28- 126360</p><p>29- 145800</p><p>30- 165240</p><p>[/code]</p><p></p><p>And a x2 progression:</p><p>[code]</p><p>1 360</p><p>2 400</p><p>3 440</p><p>4 480</p><p>5 520</p><p>6 720</p><p>7 800</p><p>8 880</p><p>9 960</p><p>10 1040</p><p>11 1440</p><p>12 1600</p><p>13 1760</p><p>14 1920</p><p>15 2080</p><p>16 2880</p><p>17 3200</p><p>18 3520</p><p>19 3840</p><p>20 4160</p><p>21 5760</p><p>22 6400</p><p>23 7040</p><p>24 7680</p><p>25 8320</p><p>26 11520</p><p>27 12800</p><p>28 14080</p><p>29 15360</p><p>30 16640</p><p>[/code]</p><p></p><p>As you can see, the small change ends up having an exponential effect by level 30. Even at 20, a x3 means a level's worth of treasure will be around 100,000 gold. But at x2 it would be around 20,000.</p></blockquote><p></p>
[QUOTE="nnms, post: 5277246, member: 83293"] So what variables are available to be changed in order to fine tune the D&D 4e economy for your game? Cost of a level 1 item. Rate of increase every 5 levels/enhancement bonus increase Distribution of cost increase for item levels of the same enhancement bonus (the 11% thing) Consumable cost as a percentage of full item The new magic item system coming in essentials breaks down items into common, uncommon and rare. Only common items can be made by rituals and it looks like any current item that contains a daily ability will become uncommon (see Mearls' comments on rpg.net about the 2nd half of the magic item rarity system making sure daily powers can't be exploited). So what if you decide there is no purchasing of magic items in your game. If so, then once mundane items and ritual components become negligible in cost, you'll need something to spend money on. Or you'll need to scale back the amount of treasure you give. This is most easily accomplished by reducing the multiplier for cost on an item of a higher enhancement bonus. A 3x or even a 2x multiplier would make the amount of gold coming in more manageable. It would still be a lot of gold, but it wouldn't be hundreds of thousands just sitting there, waiting to be poured into a medieval economy to utterly destabilize it. A 3x multiplier progression: [code]1 - 360 2 - 440 3 - 520 4 - 600 5 - 680 6 - 1080 7 - 1320 8 - 1560 9 - 1800 10- 2040 11- 3240 12- 3960 13- 4680 14- 5400 15- 6120 16- 9720 17- 11880 18- 14040 19- 16200 20- 18360 21- 29160 22- 35640 23- 42120 24- 48600 25- 55080 26- 87480 27- 106920 28- 126360 29- 145800 30- 165240 [/code] And a x2 progression: [code] 1 360 2 400 3 440 4 480 5 520 6 720 7 800 8 880 9 960 10 1040 11 1440 12 1600 13 1760 14 1920 15 2080 16 2880 17 3200 18 3520 19 3840 20 4160 21 5760 22 6400 23 7040 24 7680 25 8320 26 11520 27 12800 28 14080 29 15360 30 16640 [/code] As you can see, the small change ends up having an exponential effect by level 30. Even at 20, a x3 means a level's worth of treasure will be around 100,000 gold. But at x2 it would be around 20,000. [/QUOTE]
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