Magic Item Costs and the New Economy.

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.
 

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First I'd simply convert all the GP prices from gold to silver. That's fitting since you're in a silver economy. Then, if I were you GM and wanting to put a cap on the availability of magic items I'd probably plug in a X+1dY multiplier on your cost in silver. That way the costs would vary like everything else, depending on your die roll and giving a bottom end that you could flex according to whether an item was permanent or consumable. I'd probably make the roll for batches and apply X differently depending on what sort of items were being made in the batch. That is, if you stopped adventuring for six months to make items (Potions, and magical armor), your potions would be cheaper in the multiple than the armor but both would be effected by the 'market price' of the moment.
 

James Heard said:
First I'd simply convert all the GP prices from gold to silver. That's fitting since you're in a silver economy. Then, if I were you GM and wanting to put a cap on the availability of magic items I'd probably plug in a X+1dY multiplier on your cost in silver. That way the costs would vary like everything else, depending on your die roll and giving a bottom end that you could flex according to whether an item was permanent or consumable.

I like the idea of converting to silver, which makes sense, but my thought is that instead of a cap, what about an exponentially growing scale.
Magic items cost 1.25^(book value of silver pieces), or something along that line? It makes it possible to do higher magic value, but makes it much more expensive than you might otherwise be used to, and, as things go up, Even MORE expensive, value wise..

But the trick is, you don't really need to charge the actual gold. You could charge just the XP.. Or make a list of specific requirements, and make the PCs go out to find them.


Just Random thoughts, anyway..

-Colin
 
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Wow.. Third page in less than a day. Crazy... Anyway.

I'm leaning away from a GP value for Magic Items at all, and really starting to like the idea of collecting components to create Items instead. In my game, I think it makes more sense to say that you need to craft a Cloak of Displacement out of the hide of a Displacer Beast than to say it costs X Gold coins. Are there rules based around this idea anywhere? I don't know if WotC has put any out, but I'm sure some third party developer has done something with this idea.

I'm all for flexability, and if there was a way to bypass the XP component of a magic item, say by using more expensive or difficult to collect components, I'd be all for it. Inversely, I think you should be able to pay for a magic item with nothing but Experience. I don't know how I'd accomplish these rules variations, but I'm sure I'm not the first to think of these ideas. Can anyone help me?

- Kemrain the Poor.
 

For GRIM TALES (now available, blatant plug!) I converted all Item Creation costs to XP only.

The formula is thus:

Items Base Price x .14 = XP Cost

You can use this formula to take gold pieces completely out of the equation; the cost is equivalent to the Core rules pricing that includes a combo of GP and XP.

The creation time is 1 day per 140 XP (the GM can tweak this to anywhere between 1 day per 100 XP to 1 day per 200 XP.

The rules also allow the crafter to defer up to 25% of the XP cost by converting XP to GP (to account for special materials, for example) at a rate of 5 GP per 1 XP reduction.

Since your campaign uses the silver standard, I'd go 50 SP per 1 XP reduction.

Wulf
 
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An issue of Dragon a few months ago had an article on 'Power Components'. I think it's exactly what you're looking for. Here's roughly how it works.

A Minor Cloak of Displacement costs 24kgp, and has a creation cost of 12,000gp and 480xp.

Using the standard treasure tables, a CR 4 Displacer Beast should be "worth" 1200gp of treasure.

Assuming you find no valuables in it's lair, the DM could then rule that it's hide is worth 1200gp towards the creation of the Cloak

Ten hides and 480xp later (assuming you have Craft Wonderous and are capable of casting Displacement) you've got yourself a shiny new Minor Cloak of Displacement.
 

Wulf Ratbane said:
For GRIM TALES (now available, blatant plug!) I converted all Item Creation costs to XP only.

The formula is thus:

Items Base Price x .14 = XP Cost

You can use this formula to take gold pieces completely out of the equation; the cost is equivalent to the Core rules pricing that includes a combo of GP and XP.

The creation time is 1 day per 140 XP (the GM can tweak this to anywhere between 1 day per 100 XP to 1 day per 200 XP.

The rules also allow the crafter to defer up to 25% of the XP cost by converting XP to GP (to account for special materials, for example) at a rate of 5 GP per 1 XP reduction.

Since your campaign uses the silver standard, I'd go 50 SP per 1 XP reduction.

Wulf

Interesting. Wulf, I'm guessing you took the somewhat obscure cost of 5gp = 1 XP for hiring spellcasters, and converted the costs to be XP only? For instance, a cloak of resistance +1 has a market value of 1000gp, so normally it takes 500gp and 40XP to create it. But if we take the PHB's guideline, that 500gp becomes 100 more XP. Thus, 140 XP = one cloak of resistance +1.

For Elements of Magic (you're not the only one who can pimp your books *grin*), there's the option to create permanent magical effects that are tied to locations or creatures, not to items. I figured that statistically they ought to be costed out that same way, but the system has an inherent limit to the number of items you can have, and it's very hard to 'sell' a spell that's permanently enchanting you so that you can upgrade it, so I costed them at 100 XP per 1000gp, instead of 140.
 

RangerWickett said:
Interesting. Wulf, I'm guessing you took the somewhat obscure cost of 5gp = 1 XP for hiring spellcasters, and converted the costs to be XP only?

That's exactly right, though I didn't think the 5:1 ratio was obscure; I am sure it exists in other places besides the information on hiring spellcasters.

For instance, a cloak of resistance +1 has a market value of 1000gp, so normally it takes 500gp and 40XP to create it. But if we take the PHB's guideline, that 500gp becomes 100 more XP. Thus, 140 XP = one cloak of resistance +1.

That's it exactly. Base cost (1000) x .14 = 140 XP.


Wulf
 

e1ven said:
I like the idea of converting to silver, which makes sense, but my thought is that instead of a cap, what about an exponentially growing scale.
Magic items cost 1.25^(book value of silver pieces), or something along that line? It makes it possible to do higher magic value, but makes it much more expensive than you might otherwise be used to, and, as things go up, Even MORE expensive, value wise..

But the trick is, you don't really need to charge the actual gold. You could charge just the XP.. Or make a list of specific requirements, and make the PCs go out to find them.


Just Random thoughts, anyway..

-Colin
That just wouldn't work. if the book value was only 100 sp, it would cost almost five billion using the 1.25^book formula.
 

arscott said:
That just wouldn't work. if the book value was only 100 sp, it would cost almost five billion using the 1.25^book formula.

:P Don't be snarky. I doubt he meant an exponential power. A simple multiplication sems more likely.
 

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