Kemrain
First Post
The game I play in runs a non-standard Economy. People buy things in Silver, Coppers are used primerily simply for change, a Gold coin is valued at 100 silver, and items have no market value, their cost fluctuating with supply and demand, taxes, other fees, and so on. We're in the posession of about 1,000 gold, and we're pretty damn wealthy at the moment. However, my GM hasn't taken Magic items into consiteration at all.
They're not for sale. Anywhere! Well, the Kobolds might have some Magic for sale, but trusting a Kobold is best left to the mentally infirm or the grossly unfortunate. (Kobolds in this campaign are a sort of Illicit Goods-dealing Jawas, with Farengi ethics, with some demonic in there, heavily spiced with the creepy...) Even if they did have an Item for sale, it would be horrendously overpriced, of dubious origins, and might very easily not work (or worse).
In my desperation for Magic Items (this is a low magic campaign, if I didn't make that aparent already; magic makes you Uber, and Uber makes you not dead,) I've decided to spend the feats and craft some of my own. I'm going a ways down the spellslinging routes, and I'll eventually be able to craft some toys. My GM is tentitively approving of this, but I'm running into a major problem.
My GM is inexperienced with Magic. He lowered the power of the campaign initially, but we've been playing for a year and a half, and the PC's are 7th-8th level. Both characters are either looking at, or have already taken a casting class, and we're soon to start seriously contemplating Item Creation.
Here's the problem: My game doesn't support the Large Gold costs of Magic items at all. Remember, 1,000 Gold is pretty wealthy here, but in standard DnD it'd a drop in the bucket. We would simply convert costs, and at first I set out to do so, but we don't price things anyhting at all like the Core books do.
My GM agrees with the XP cost for crafting, but we need a new way of determining how much Gold these things are worth. Remember, there is no market value in my game, and the price of a Masterwork sword might vary from 1.5 gold (150 Silver) to as much as 5 gold (500 silver). Things are worth what they're worth to you, hence magic items being priceless.
Are there other systems for figuring out how much Gold and XP is fair to charge for crafting Magic Items? My GM could just make up a price for each item, but it would be terribly unreliable.
Are there systems for Magic Item creation that rely on components instead of coins? That could be a decent way of 'charging' for the cretion of items, but it rus us into another little problem. My gameworld isn't exactly heavily populated with Fantastic Creatures, and, unless I'm mistaken, that's where most material components for Magic Items would come from. Sure, we've got Orcs, Goblins, some Ogres, the occasional Troll. We've even come across a Sphynx, once, some Displacer Beast-type critters, and even a small Dragon. However, this is the exception, not the rule, and most of the strange greatures could easily rip us a few new ones. I'm left at a loss as to how to balance the costs of Magic Items.
Someone, please help me!
- Kemrain the Desperate.
They're not for sale. Anywhere! Well, the Kobolds might have some Magic for sale, but trusting a Kobold is best left to the mentally infirm or the grossly unfortunate. (Kobolds in this campaign are a sort of Illicit Goods-dealing Jawas, with Farengi ethics, with some demonic in there, heavily spiced with the creepy...) Even if they did have an Item for sale, it would be horrendously overpriced, of dubious origins, and might very easily not work (or worse).
In my desperation for Magic Items (this is a low magic campaign, if I didn't make that aparent already; magic makes you Uber, and Uber makes you not dead,) I've decided to spend the feats and craft some of my own. I'm going a ways down the spellslinging routes, and I'll eventually be able to craft some toys. My GM is tentitively approving of this, but I'm running into a major problem.
My GM is inexperienced with Magic. He lowered the power of the campaign initially, but we've been playing for a year and a half, and the PC's are 7th-8th level. Both characters are either looking at, or have already taken a casting class, and we're soon to start seriously contemplating Item Creation.
Here's the problem: My game doesn't support the Large Gold costs of Magic items at all. Remember, 1,000 Gold is pretty wealthy here, but in standard DnD it'd a drop in the bucket. We would simply convert costs, and at first I set out to do so, but we don't price things anyhting at all like the Core books do.
My GM agrees with the XP cost for crafting, but we need a new way of determining how much Gold these things are worth. Remember, there is no market value in my game, and the price of a Masterwork sword might vary from 1.5 gold (150 Silver) to as much as 5 gold (500 silver). Things are worth what they're worth to you, hence magic items being priceless.
Are there other systems for figuring out how much Gold and XP is fair to charge for crafting Magic Items? My GM could just make up a price for each item, but it would be terribly unreliable.
Are there systems for Magic Item creation that rely on components instead of coins? That could be a decent way of 'charging' for the cretion of items, but it rus us into another little problem. My gameworld isn't exactly heavily populated with Fantastic Creatures, and, unless I'm mistaken, that's where most material components for Magic Items would come from. Sure, we've got Orcs, Goblins, some Ogres, the occasional Troll. We've even come across a Sphynx, once, some Displacer Beast-type critters, and even a small Dragon. However, this is the exception, not the rule, and most of the strange greatures could easily rip us a few new ones. I'm left at a loss as to how to balance the costs of Magic Items.
Someone, please help me!
- Kemrain the Desperate.