A common complaint about 4E is the magic item economy, presumably the crazy inflation of cost at higher levels.
In our group we have gone from a single DM (me) to rotating duties among 2-4 of us. Transitioning from single to multi DMs has some unforeseen, albeit minor, consequences, in particular the implementation of house rules and the challenge of some kind of consistency with DM rulings. The current DM and myself have been trying to hammer down some house rules for magic items, such as: Only Heroic tier items can be purchased in shops except by DM's discretion; magic items can be "enhanced" by paying the difference between the current level and the level of the new enhancement - it is also possible to add new powers in a similar fashion. And so on.
But one thing we're struggling with is the cost of magic items, which is at complete odds with a more "realistic" economy in a fantasy world. Obviously higher level items should be much more expensive, but that much more?
So what I'm looking for are alternatives to the magic item economy. What do you do? Is there a formula that you use for cost or do you just use the RAW and don't mind the fact that you could buy 1,736 +2 swords for the same price of a single +6 vorpal weapon? Is that OK? Not OK? Alternatives?
The main thing is not really the purchase of items as finding a Paragon or Epic item for sale should be virtually possible, but how much it costs to enhance an item, that is to increase its power from one level to another. On one hand, the current costs are completely prohibitive unless we start doling out massive bundles of cash; on the other hand, they do keep PCs from buying or enhancing items way beyond their level.
Thoughts?
There is a pretty steep curve there, but OTOH is it actually totally unrealistic?
Cheap knock-off Katana: $100's
Serviceable mass-produced Katana: $1000's
Custom-made traditional Katana: $10,000's
Authentic period Katana: $100,000's
Ancient masterpiece Katana: $1,000,000's
Grasscutter: well, priceless, but certainly would sell for $10's of millions.
Even looking at more practical items like say a gun:
You could buy a cheap .22 bolt action for a couple hundred. A decent .222 swift would be more up around the $1000 mark. A match quality rifle might easily cost $10k. A .50 Barrett sniper rifle (assuming you can buy one at all) might easily cost something close to $100k.
These are all mundane items and while the more expensive ones might or might not be objectively superior in at least some cases they are certainly quite a lot more expensive.
There's no easy way to tell what the costs of higher level magic items in a 4e campaign would really be. It would depend on supply and demand, cultural factors, etc. More 'realistically' prices might well be all over the place for the rarer higher level items. A character might get a +5 sword for a steal in one place and have to pay a premium for it in another. You could certainly accommodate that.
What I would suggest is you simply consider treasure parcel values to be a fairly good guideline to what the PCs should be able to achieve in terms of effective wealth and equipment. Lets say a character buys an item for a very cheap price, well he's ahead of the game, that extra cash is effectively like a treasure drop. Maybe it is one he's owed (getting the item cheap could be an adventure warranting some treasure, which is the difference in price). Maybe it is one he's not currently owed, so he's ahead of the curve a bit. This could be seen as a reward beyond normal treasure for that character if it isn't too big a difference. Any fairly small difference (even a several times multiple of normal treasure) will be erased by the steep curve in a couple levels at worst anyway. Or if the character hasn't really done anything special to earn it, then he just misses out on some later treasure to pull him back towards the curve.
Now, there are of course potentially HUGE differences that could arise, but really those are pretty much in the DM's control. One way to deal with them is to turn them into 'plot wealth'. Maybe the character CAN get a huge price for his item, but the buyer doesn't have 5,000 lbs of gold coin, he has a castle... Owning a castle isn't going to add to the character's combat or adventuring capacity, but it is fun and if the player likes the idea you can grant this kind of stuff pretty freely. In a vaguely medieval milieu you probably can't buy and sell land for coin anyway. The character might parley the castle into an advantage of some kind, but he's rather unlikely to be able to convert it back into some other item he wouldn't be able to normally get by the treasure rules.
And note that all kinds of things can be valuable in this way, warrants, deeds, titles, offices, charters, businesses, land, ships, etc. As long as they aren't terribly fungible they can be safely 'plot money'. If 10 levels from now (or even 3) the player manages to unload the plot item for a chunk of cash that again can be considered a 'treasure' or by then it is simply not all that significant in the wealth equation.
Admittedly, there are times when wealth systems break down. Given that I've seen some pretty spectacular breakdowns in every edition up to 4e that I've played I suspect there's no system that will really produce the desired result all the time. I'd also observe that 4e's system seems to be geared towards both making PCs rather fabulously wealthy, but also expects that they will be 'moving on' to realms that are more scaled to their status as they progress. A 20th level fighter visiting his home village may happen, but it isn't really anticipated that he would live there and expect to buy or sell high paragon level gear there. It is more like there are 3 different economies, one for each tier.
Anway, I'd just eyeball things. Epic PCs are going to operate in their own little 'epic economy' more or less.