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<blockquote data-quote="Tony Vargas" data-source="post: 6788501" data-attributes="member: 996"><p>I'm not sure abuse-prevention is really on the table with 5e's design paradigm, but, going the 3e way you'd create an 'economy' presumably mapped to level. Within that economy the relative prices of magic items and the minimum level to make them would 'gate' each item. One question you'd have to answer is how far out of reach you want to place high-level items and how trivially available you want low-level ones, because those two factors are negatively related. Make higher level items much more expensive, and it becomes trivially easy to have a huge number of lower-level items; make higher level items less overly expensive, and it becomes possible to acquire them at lower level. </p><p></p><p>I suppose you could have outright 'tiers' where items from one tier require components and are traded within an economy that has no direct relationship to other tiers. So if healing potions are part of the gp economy, then magic swords and wands of fireballs would be part of some, IDK, 'mana economy' and there's no exchange rate between the two (for some arbitrary laws-of-magic reason).</p><p></p><p>Another question you'd have to confront is the relative balance of 'assuming' magic items at a given level. Do you pull back the power-level of the classes to keep it balanced - for instance, fewer daily slots on the assumption that the difference will be made up by items - or do you seek a new balance, upgrading challenges across the board?</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6788501, member: 996"] I'm not sure abuse-prevention is really on the table with 5e's design paradigm, but, going the 3e way you'd create an 'economy' presumably mapped to level. Within that economy the relative prices of magic items and the minimum level to make them would 'gate' each item. One question you'd have to answer is how far out of reach you want to place high-level items and how trivially available you want low-level ones, because those two factors are negatively related. Make higher level items much more expensive, and it becomes trivially easy to have a huge number of lower-level items; make higher level items less overly expensive, and it becomes possible to acquire them at lower level. I suppose you could have outright 'tiers' where items from one tier require components and are traded within an economy that has no direct relationship to other tiers. So if healing potions are part of the gp economy, then magic swords and wands of fireballs would be part of some, IDK, 'mana economy' and there's no exchange rate between the two (for some arbitrary laws-of-magic reason). Another question you'd have to confront is the relative balance of 'assuming' magic items at a given level. Do you pull back the power-level of the classes to keep it balanced - for instance, fewer daily slots on the assumption that the difference will be made up by items - or do you seek a new balance, upgrading challenges across the board? [/QUOTE]
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