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Magic Item Costs in 5E
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<blockquote data-quote="chando" data-source="post: 6389307" data-attributes="member: 37875"><p>Just thought i should add something to this: from a economic point of view, Value of something its based (roughly) both on its use and on the work needed to produce the thing. Now, DMG might come with a number of options from 3.5 'Any 5th level caster with this feat can make this with X and Y spells'' to ''only very high level casters can make even the most basic permanent magic item" to ''Well, there the spell called Flame Weapon and if you can cast every day for a month you can make that a +1 Flame Weapon, but with more time and higher level slots you can make a +2/3 Flame Weapon. There is one for every item in the world and you need to research/acquire the specific one you want''. Every one of this variants will influence on the availability of magic items market. And is greatly influenced by the game world as well. If you need a Wiz 15 just to make a +1 sword, and you are in a world where most NPC are level 3-6 tops, chances are that magic sword is bound to be worth a bajillion gp, even if no one would buy it for that much, thats its value. If you are in Forgotten where you have Merchant Red Wizards conclaves everywhere things are going to be a little different.</p><p></p><p>Now, in 3.5 they took the work needed to make the item (caster level requirements, specific spells, feats, XP cost) and made items follow these formulas to determine its value. Just because the holy avenger is worth this much, doesn`t mean the the monastery or the wizard guild will buy it. Its like sand in the desert, you will just not buy it if you have no use for it. The LG church might buy it for its listed price, maybe with some fluctuation or offering services in return, and the LE church might buy for any value, depending of whether they will just destroy the thing, corrupt it or use to bring the fall of a great Paladin by making he work for them in exchange for the relic. You might bring Offer and Demand and a lot more into play, but the point is, the sword has its value, and its 60,630 gp in 3.5. If somebody is gonna pay that value or not for the sword it a completely different story.</p><p><span style="color: #3e3e3e"></span></p><p><span style="color: #3e3e3e">Now, I would like some guidelines on on the value of those things in the DMG as not everybody should learn something about Economics just to run a consistent D&D world (but it helps <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />). But I`m not against multiple options (modules) on the DMG with options for players crafting magic items or/and having a Magicmart in the campaign, and options for the secrets of magic item creation to be highly secured or even long forgotten and we have a finite number of magic items in the world from decades past where the weave worked in a different way or something. Eberron has Artifices for f***s sake. I love them, but they would hardly make sense in a society that doesn't produces and sells magic items.</span></p><p><span style="color: #3e3e3e"></span></p><p><span style="color: #3e3e3e">So yeah, i guess we will have to wait and see what do they do with magic items in the DMG (and than we will probably come here and complain anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />), but if they give at least 3 options to choose from when handling magic items it would be good enough for me. Of course, the more the merrier. </span></p><p><span style="color: #3e3e3e"></span></p><p><span style="color: #3e3e3e"></span></p></blockquote><p></p>
[QUOTE="chando, post: 6389307, member: 37875"] Just thought i should add something to this: from a economic point of view, Value of something its based (roughly) both on its use and on the work needed to produce the thing. Now, DMG might come with a number of options from 3.5 'Any 5th level caster with this feat can make this with X and Y spells'' to ''only very high level casters can make even the most basic permanent magic item" to ''Well, there the spell called Flame Weapon and if you can cast every day for a month you can make that a +1 Flame Weapon, but with more time and higher level slots you can make a +2/3 Flame Weapon. There is one for every item in the world and you need to research/acquire the specific one you want''. Every one of this variants will influence on the availability of magic items market. And is greatly influenced by the game world as well. If you need a Wiz 15 just to make a +1 sword, and you are in a world where most NPC are level 3-6 tops, chances are that magic sword is bound to be worth a bajillion gp, even if no one would buy it for that much, thats its value. If you are in Forgotten where you have Merchant Red Wizards conclaves everywhere things are going to be a little different. Now, in 3.5 they took the work needed to make the item (caster level requirements, specific spells, feats, XP cost) and made items follow these formulas to determine its value. Just because the holy avenger is worth this much, doesn`t mean the the monastery or the wizard guild will buy it. Its like sand in the desert, you will just not buy it if you have no use for it. The LG church might buy it for its listed price, maybe with some fluctuation or offering services in return, and the LE church might buy for any value, depending of whether they will just destroy the thing, corrupt it or use to bring the fall of a great Paladin by making he work for them in exchange for the relic. You might bring Offer and Demand and a lot more into play, but the point is, the sword has its value, and its 60,630 gp in 3.5. If somebody is gonna pay that value or not for the sword it a completely different story. [COLOR=#3e3e3e] Now, I would like some guidelines on on the value of those things in the DMG as not everybody should learn something about Economics just to run a consistent D&D world (but it helps :P). But I`m not against multiple options (modules) on the DMG with options for players crafting magic items or/and having a Magicmart in the campaign, and options for the secrets of magic item creation to be highly secured or even long forgotten and we have a finite number of magic items in the world from decades past where the weave worked in a different way or something. Eberron has Artifices for f***s sake. I love them, but they would hardly make sense in a society that doesn't produces and sells magic items. So yeah, i guess we will have to wait and see what do they do with magic items in the DMG (and than we will probably come here and complain anyway :P), but if they give at least 3 options to choose from when handling magic items it would be good enough for me. Of course, the more the merrier. [/COLOR] [/QUOTE]
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