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*Dungeons & Dragons
Magic Item Inconsistencies
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<blockquote data-quote="ExploderWizard" data-source="post: 6525785" data-attributes="member: 66434"><p>I think that wasn't the best move to include that in the DMG. Rarity is just that. There are many reasons why an item might be rare. Perhaps the formula for creating such an item might be lost and only a few specimens from ages past survive to be discovered? </p><p></p><p>All campaigns are different. One cannot assume that EVERY item even exists in a given world. If they do exist, one cannot assume that they can all be crafted, much less that they ARE all crafted and commonly sold. </p><p></p><p></p><p></p><p>Utility has nothing to do with rarity. Price will be based strictly on what an individual is willing to pay. This will often be more of a factor of rarity than utility. Would you pay through the nose for a very useful item even if there were multiples of that item being sold and you could bargain shop? What if there was only one or two such items in the whole world and the ability to create more has been lost. Now how much would you pay? </p><p></p><p></p><p></p><p>Again, what the rarity rating actually means will vary from campaign to campaign. In a low magic game "common" might mean " common as any magic item gets" which could actually be fairly rare compared to another setting where common potions are sold in stores.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6525785, member: 66434"] I think that wasn't the best move to include that in the DMG. Rarity is just that. There are many reasons why an item might be rare. Perhaps the formula for creating such an item might be lost and only a few specimens from ages past survive to be discovered? All campaigns are different. One cannot assume that EVERY item even exists in a given world. If they do exist, one cannot assume that they can all be crafted, much less that they ARE all crafted and commonly sold. Utility has nothing to do with rarity. Price will be based strictly on what an individual is willing to pay. This will often be more of a factor of rarity than utility. Would you pay through the nose for a very useful item even if there were multiples of that item being sold and you could bargain shop? What if there was only one or two such items in the whole world and the ability to create more has been lost. Now how much would you pay? Again, what the rarity rating actually means will vary from campaign to campaign. In a low magic game "common" might mean " common as any magic item gets" which could actually be fairly rare compared to another setting where common potions are sold in stores. [/QUOTE]
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