Level Up (A5E) Magic Item Pricing Concerns

Stalker0

Legend
This thread is to look for any magic item prices that seem off to people. Though we did a big round of this in the playtesting, with so much to go through it would make sense that some prices slipped through the cracks.

This thread will definately need discussion as the prices of items can be a very personal reflection of how you run games.

My first one:

Amulet of Health (5k) - For most of my players, cons of 14 are normal, so this is granting +2 fort saves and +2 hp per level, and on the right players its +3 and +3 hp per level. That seems too much for just 5k.
 

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Using the standard array 15, 14, 13, 12, 10, 8 and a class with dual stat dependency as Adept and Herald it will be hard to get a 14 on CON. The upside is that stat items give some relief to the ASLs making it possible to pick a feat, otherwise feats will not be used much in campaigns using the standard array as most campaigns never reach tier 3. It feels a bit as a money/item must pick tax though,
 

Stalker0

Legend
Boots of Speed (3k)
Boots of Striding and Springing (400 gp)

This maybe the fact that I don't see OAs all that much, but considering both of them double your speed, and the boots of speed are a limited use item, the gold difference is quite noticeable. It feels like one of this items should be readjusted.
 

Stalker0

Legend
Boots of the Winterlands (500 gp)
Ring of Resistance (750 gp)

Boots provide cold resistance + other benefits, but is cheaper than another cold resistance item.
 

Stalker0

Legend
Cloak of Protection (500 gp)
Ring of Protection (1000 gp)

Items do the exact same thing, but one is half the price. And honestly, together that's a massive +2 AC and +2 saving throws for 1500 gp....seems too cheap to me.
 

Horwath

Hero
Using the standard array 15, 14, 13, 12, 10, 8 and a class with dual stat dependency as Adept and Herald it will be hard to get a 14 on CON. The upside is that stat items give some relief to the ASLs making it possible to pick a feat, otherwise feats will not be used much in campaigns using the standard array as most campaigns never reach tier 3. It feels a bit as a money/item must pick tax though,
+1 to two scores; 16, 14, 14, 12, 10, 8 at start. Primary 16, secondary 14, CON 14, rest; whatever.
 

Stalker0

Legend
Cube of Force (4k)

This is one of those items I know we are trying to maintain compatibility on, but frankly I think its in the wrong tier for what it can do.

Any wizard can use this cube and be invincible against practically anything but magic using the Number 3 face, and it gets a huge number of charges.

If we want to keep it in this tier, I think it should lose charges when the cube takes damage from anything. So a fighter wailing on it will eventually break it down.
 

Stalker0

Legend
Echo Force (5k)

So I love the flavor of this weapon (as a Legend of Zelda lover of course), I think its too expensive.

At the end of the day, this is a very niche item. I mean a throwing axe can do what this thing does, and doesn't have to be at maximum HP. The ability to do force damage is nice, but not 5k worth. This to me is like a 500 GP item.
 


Cloak of Protection (500 gp)
Ring of Protection (1000 gp)

Items do the exact same thing, but one is half the price. And honestly, together that's a massive +2 AC and +2 saving throws for 1500 gp....seems too cheap to me.
I presume this is a carry-over from the bizarre WOTC decision to make one uncommon and the other rare (which reamins true in a5e).
 

Legendweaver

Explorer
Two (non-magic) AoE items I mentioned elsewhere:

Blackpowder: For 140 gp, anyone (caster or no) can deal 3d6 force + 3d6 fire in a 30 ft. sphere, vs. 175 gp. via a 3rd level fireball spell scroll only a spellcaster can use. There's no cap on the max damage you can deal with black powder, but at least there's 1/r^2 falloff as the number of charges grows.

Unstable Arcanum: You can create an arbitrarily large AoE for 120 gp per 2d10 force damage. Unlike black powder, though, damage grows linearly, so for example, for 1200 gp, anyone (caster or no) can deal 20d10 force damage in a single action, and for 12,000 gp, you can deal 200d10 force damage (not a typo!) in a single action. This stuff has no weight, either, so there's really no limit to how much damage you can do...just don't get hit with a spell while you're carrying it! =D
 

Stalker0

Legend
Unstable Arcanum: You can create an arbitrarily large AoE for 120 gp per 2d10 force damage. Unlike black powder, though, damage grows linearly, so for example, for 1200 gp, anyone (caster or no) can deal 20d10 force damage in a single action, and for 12,000 gp, you can deal 200d10 force damage (not a typo!) in a single action. This stuff has no weight, either, so there's really no limit to how much damage you can do...just don't get hit with a spell while you're carrying it! =D
So a mere ~27,000 gp to one shot the tarrasque on average, and ~54k to night guarrantee it. Hell not even in high end legendary weapon territory yet!
 

Raelysk

Villager
Two (non-magic) AoE items I mentioned elsewhere:

Blackpowder: For 140 gp, anyone (caster or no) can deal 3d6 force + 3d6 fire in a 30 ft. sphere, vs. 175 gp. via a 3rd level fireball spell scroll only a spellcaster can use. There's no cap on the max damage you can deal with black powder, but at least there's 1/r^2 falloff as the number of charges grows.

Unstable Arcanum: You can create an arbitrarily large AoE for 120 gp per 2d10 force damage. Unlike black powder, though, damage grows linearly, so for example, for 1200 gp, anyone (caster or no) can deal 20d10 force damage in a single action, and for 12,000 gp, you can deal 200d10 force damage (not a typo!) in a single action. This stuff has no weight, either, so there's really no limit to how much damage you can do...just don't get hit with a spell while you're carrying it! =D
Well, both explode at the beginning of your next turn, so good luck either running yourself from blast or keeping enemy inside blast zone :)
And if you want to throw it somewhere - good luck throwing multiple charges when you don't even have an action :)

Yeah, that's pretty powerful, but I don't think it's OP in any way.

Arcanum is a bit more broken, but you are quite vulnerable while carrying it, and it's even harder too keep target inside blast area.
 

Faolyn

(she/her)
As for the tarrasque, don't forget that it will make its save (Legendary Resistance) and will immediately start regenerating unless you have a handy wish available.
 

Legendweaver

Explorer
Hahaha I'm glad the mitigating factor in balance here is that the Tarrasque can't be actually be one-shoted!:D

But just in case it's not obvious, I'll point out the relative easy of getting around the listed "limitations"
  • One round delay: Basic stealth overcomes this fairly simply, and a 2nd level invisibility makes it basically ironclad, since triggering the charge is neither an attack or spell (unlike a fireball spell, which would reveal you). And in some situations, the delay's actually a huge advantage because it can be used to stack up damage in the first round - for example, by setting it just behind a closed door with enemies on the other side, igniting it, and opening the door...thereby luring your foes run right into your trap without even costing you an action, and effectively doubling first round damage. Or teleporting a pile of pre-activated explosives 1000 miles away right into the enemy's camp without ever exposing yourself to danger.
  • Throwing: Alternatives include strapping it to a pet, mount, or trained animal, having one PC ignite and the other throw, launching it with a siege weapon, or dropping it from the air.
  • Keeping your enemy fixed in place: Stealth, ambushes, and ruses all solve this restriction pretty neatly, as do various control spells.
  • Transport (Unstable Arcanum): A Bag of Holding solves these issues neatly.
  • For black powder in particular: As written each player in the party could set their own 4-charge batch to get around the 1/r^2 falloff - either vastly increasing the effective area, or layering damage on top of one another.
 

Darkwynters

Explorer
So I had a gamer who wants to buy a weapon +3. The party is around 14th level and they have around 8K each. I guess 8000 GP is a lot… just feels like a weapon +1 is 500 GP (uncommon)… weapon +2 (rare) is 3000 more… but a weapon +3 is only 5000 GP more (very rare).
 

Daraniya

Explorer
This thread is to look for any magic item prices that seem off to people. Though we did a big round of this in the playtesting, with so much to go through it would make sense that some prices slipped through the cracks.

This thread will definately need discussion as the prices of items can be a very personal reflection of how you run games.

My first one:

Amulet of Health (5k) - For most of my players, cons of 14 are normal, so this is granting +2 fort saves and +2 hp per level, and on the right players its +3 and +3 hp per level. That seems too much for just 5k.
take the crafting section, stat out the weapon, and give a hefty 20% markup?
 

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