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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Magic Item Price List
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<blockquote data-quote="Faolyn" data-source="post: 8325640" data-attributes="member: 6915329"><p>OK, costs:</p><p></p><p>The prices seem to be a bit all over the place. Common items range from 2gp to 150 gp (with a significant number of items being either 50 gp or 75 gp). Common potions range from 50 to 85 gp and it's hard to tell what causes that price range. It seems like <em>potions of healing </em>would be in higher demand than <em>potions of climbing </em>are, but <em>climbing </em>potions are a lot more expensive.</p><p></p><p>Why is <em>glamoured padded leather </em>100 gp more expensive than <em>padded leather +1. </em>Does the glamoured stuff also give a bonus to AC? From an in-world perspective, someone might want to wear armor without looking (or feeling?) like they are, but from an in-game perspective, the one with the better AC is probably more in demand.</p><p></p><p>Since you didn't specify what the various <em>feather tokens </em>are, and they're all rare items, I can't tell if the prices are good or not. Additionally, without descriptions (and no, I'm not expecting you to post any), it's a bit hard to tell if an <em>air charm </em>is worth 500gp but <em>amber wings </em>are worth only 115gp.</p><p></p><p>If it were up to me, I'd first divide each rarity type into, I dunno, level 1, level 2, level 3, with the idea that a level 1 common item is far cheaper and more widely available than a level 3 common item, which in turn is still cheaper than even the cheapest uncommon item. Then I'd give a standardized price (or price range) for each level of rarity and each level within that rarity. A level 1 common item could be 1d4+1 gp. A level 2 common item might be 1d4x5 gp. A level 3 common item might be 1d4x10 gp. That would neatly align with what you have here. Uncommon items could have 2d6 (x5, x10, x20). Rare items could have 3d8. Very rare items could have 4d10. Legendary items could have 5d12. It's very swingy, yes, but the prices you currently have are already very swingy.</p><p></p><p>I don't think you need to have the <em>decanter of endless water </em>produce non-potable water. That's the <em>decanter's </em>entire purpose. Just make it rare or even very rare. As it is... does it even have a purpose for PCs? Besides maybe putting out fires? I know you want to make travel tougher and more memorable, but you need to make sure you're not going overboard the other way.</p><p></p><p><em>Bag of cheese. </em>So in a game I was playing once, we... well, I can't remember if we actually got it or just talked about it, but there was a <em>bag of walnuts. </em>You opened it up, and there were 12 walnuts inside. If you emptied it out and waited a bit, there'd be 12 more walnuts. For some reason, the players loved it and the GM hated it. He was convinced we would somehow use those walnuts to bypass all manner of problems.</p><p></p><p><strong>All these gremlins why did you not include an artificer class?! Please, someone who isn't me and is good at class-building make an LU-style artificer!</strong></p></blockquote><p></p>
[QUOTE="Faolyn, post: 8325640, member: 6915329"] OK, costs: The prices seem to be a bit all over the place. Common items range from 2gp to 150 gp (with a significant number of items being either 50 gp or 75 gp). Common potions range from 50 to 85 gp and it's hard to tell what causes that price range. It seems like [I]potions of healing [/I]would be in higher demand than [I]potions of climbing [/I]are, but [I]climbing [/I]potions are a lot more expensive. Why is [I]glamoured padded leather [/I]100 gp more expensive than [I]padded leather +1. [/I]Does the glamoured stuff also give a bonus to AC? From an in-world perspective, someone might want to wear armor without looking (or feeling?) like they are, but from an in-game perspective, the one with the better AC is probably more in demand. Since you didn't specify what the various [I]feather tokens [/I]are, and they're all rare items, I can't tell if the prices are good or not. Additionally, without descriptions (and no, I'm not expecting you to post any), it's a bit hard to tell if an [I]air charm [/I]is worth 500gp but [I]amber wings [/I]are worth only 115gp. If it were up to me, I'd first divide each rarity type into, I dunno, level 1, level 2, level 3, with the idea that a level 1 common item is far cheaper and more widely available than a level 3 common item, which in turn is still cheaper than even the cheapest uncommon item. Then I'd give a standardized price (or price range) for each level of rarity and each level within that rarity. A level 1 common item could be 1d4+1 gp. A level 2 common item might be 1d4x5 gp. A level 3 common item might be 1d4x10 gp. That would neatly align with what you have here. Uncommon items could have 2d6 (x5, x10, x20). Rare items could have 3d8. Very rare items could have 4d10. Legendary items could have 5d12. It's very swingy, yes, but the prices you currently have are already very swingy. I don't think you need to have the [I]decanter of endless water [/I]produce non-potable water. That's the [I]decanter's [/I]entire purpose. Just make it rare or even very rare. As it is... does it even have a purpose for PCs? Besides maybe putting out fires? I know you want to make travel tougher and more memorable, but you need to make sure you're not going overboard the other way. [I]Bag of cheese. [/I]So in a game I was playing once, we... well, I can't remember if we actually got it or just talked about it, but there was a [I]bag of walnuts. [/I]You opened it up, and there were 12 walnuts inside. If you emptied it out and waited a bit, there'd be 12 more walnuts. For some reason, the players loved it and the GM hated it. He was convinced we would somehow use those walnuts to bypass all manner of problems. [B]All these gremlins why did you not include an artificer class?! Please, someone who isn't me and is good at class-building make an LU-style artificer![/B] [/QUOTE]
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