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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Magic Item Price List
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<blockquote data-quote="Stalker0" data-source="post: 8335991" data-attributes="member: 5889"><p>While I don't know if we will find a true "big 6" list here (as most items don't scale like 3.5 items did), I do agree with the notion of archetypal items. Aka, for this class, these are the items that would always be solid and welcome in a standard dnd game.</p><p></p><p>And then price works on the principal "if I were trade my archetype for this other item, would I still feel I'm getting value?"</p><p></p><p>If I were to look at the typical fighter, I would consider these as archetypes:</p><p></p><p>Weapon +X (.5/3.5/8k)</p><p>Heavy Armor +X (6/24/96k)</p><p>Shield +X (1/7/49k)</p><p>Ring of Protection (1k)</p><p>Stone of Good luck (.35k)</p><p>Amulet of Health (5k) (this does depend on current stats of course, but for a character focusing on their primary stat, this bonus remains relevant for a long time. I think its also an item that every character would want, you would never get this item and go "meh")</p><p></p><p>so look at that list a few things pop out as being suspiciously cheap for their utility:</p><ul> <li data-xf-list-type="ul">Ring of Protection: Currently the system seems to put a very high premium on anything that can push AC beyond its normal limit. However, the RoP can do that for a very low price.... and that's before we include the saving throw bonus. I feel like any player that has options on what to get magic item wise would prioritize this item very highly.<br /> <br /> </li> <li data-xf-list-type="ul">Stone of Good Luck: Now we do need to remember that in level up ability checks are a liiiitle weaker due to maneuvers using DCs instead of opposed rolls, so for example the stone would not help you oppose a grapple check like it would in vanilla (from my understanding). But even still, it does help grapplers grapple, provides a +1 to initiative, makes sneaks sneakier, etc. With bounded accuracy, anything that is a direct boosts to rolls is a big deal, and this stone seems very cheap for what it does..... note I haven't even included the saving throw bonus yet.<br /> <br /> </li> <li data-xf-list-type="ul">Shields: Again, considering the incredible premium put on armor bonuses....the shield bonuses are extremely cheap. This one is less of a cost problem and more of a how the items are designed. If the game is designed so that Sword/Board is roughly equal to other styles near the beginning of the game, than as time goes on Sword/Board clearly dominates....as its easy to put your money towards AC in a way that other styles can't.... and they have no equivalent avenue to raise their offense to counter. With that in mind, the simple problem is.... as long as a +3 shield can stack on armor you are always going to have scaling problems, no matter your pricing. So the answer here is.... either limit a shield to only the +1 version (and price it accordingly compared to the ring of protection), or add a rule that says the magical bonus from shields and armor don't stack. I like the first one but if you are going for backwards compatibility you would likely need the later one.</li> </ul></blockquote><p></p>
[QUOTE="Stalker0, post: 8335991, member: 5889"] While I don't know if we will find a true "big 6" list here (as most items don't scale like 3.5 items did), I do agree with the notion of archetypal items. Aka, for this class, these are the items that would always be solid and welcome in a standard dnd game. And then price works on the principal "if I were trade my archetype for this other item, would I still feel I'm getting value?" If I were to look at the typical fighter, I would consider these as archetypes: Weapon +X (.5/3.5/8k) Heavy Armor +X (6/24/96k) Shield +X (1/7/49k) Ring of Protection (1k) Stone of Good luck (.35k) Amulet of Health (5k) (this does depend on current stats of course, but for a character focusing on their primary stat, this bonus remains relevant for a long time. I think its also an item that every character would want, you would never get this item and go "meh") so look at that list a few things pop out as being suspiciously cheap for their utility: [LIST] [*]Ring of Protection: Currently the system seems to put a very high premium on anything that can push AC beyond its normal limit. However, the RoP can do that for a very low price.... and that's before we include the saving throw bonus. I feel like any player that has options on what to get magic item wise would prioritize this item very highly. [*]Stone of Good Luck: Now we do need to remember that in level up ability checks are a liiiitle weaker due to maneuvers using DCs instead of opposed rolls, so for example the stone would not help you oppose a grapple check like it would in vanilla (from my understanding). But even still, it does help grapplers grapple, provides a +1 to initiative, makes sneaks sneakier, etc. With bounded accuracy, anything that is a direct boosts to rolls is a big deal, and this stone seems very cheap for what it does..... note I haven't even included the saving throw bonus yet. [*]Shields: Again, considering the incredible premium put on armor bonuses....the shield bonuses are extremely cheap. This one is less of a cost problem and more of a how the items are designed. If the game is designed so that Sword/Board is roughly equal to other styles near the beginning of the game, than as time goes on Sword/Board clearly dominates....as its easy to put your money towards AC in a way that other styles can't.... and they have no equivalent avenue to raise their offense to counter. With that in mind, the simple problem is.... as long as a +3 shield can stack on armor you are always going to have scaling problems, no matter your pricing. So the answer here is.... either limit a shield to only the +1 version (and price it accordingly compared to the ring of protection), or add a rule that says the magical bonus from shields and armor don't stack. I like the first one but if you are going for backwards compatibility you would likely need the later one. [/LIST] [/QUOTE]
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